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Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Conduit. The thunderbird can grant resistance to lightning damage to anyone riding it.
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: feather fall, gust of wind, thunderwave
3/day: call lightning, wind wall
1/day: control weather
Multiattack. The thunderbird makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) slashing damage.
Magik Heart's team of individuals. They are dancers, singers, mimes, and more. Their type of performance is both enchanting and often haunting, almost as if they were puppets being controlled by a puppeteer.
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.
Most rogues prefer the shadows to hide themselves in. But a strange few known as war jesters thrive on attention and live for being the distraction. They use a wide variety of strange and often theatrical tricks to confuse an enemy, and leave openings for their allies to strike where the defenses have been distracted.
Jester First
Starting at 3rd level, you know how to put on a brilliant performance that will keep all eyes on you. You gain proficiency in performance and deception if you do not have it already. Additionally, whenever you are performing, any creature that is watching you has a penalty to Wisdom(perception) checks equal to your charisma modifier.
Laughing Blade
When you choose this archetype at 3rd level, you know how to royally piss things off. Whenever you deal sneak attack damage to a creature with a melee attack, you can force the creature to suffer disadvantage on all attacks not made against you until the end of its next turn. Additionally, the next attack against the creature not made by you has advantage until the start of your next turn.
If you use this feature on the same creature two or more times within the same day, they can attempt to make a DC 8 + your proficiency + your charisma modifier wisdom saving throw to resist the effects of this feature.
Trickster's Entrance
Starting at 9th level, you learned that sometimes angering everything you see is not the safest act. So you've now learned the little bit of magic to help get you out of, or into, those nasty situations. As a bonus action, you disappear in a puff of smoke and gain the benefits of the *invisibility* spell until the start of your next turn.
You can use this feature a number times equal to your charisma modifier. You regain all expended uses after you finish a long rest.
Dance of Daggers
At 13th level, you are quick with a joke and even quicker with a blade. You gain a special reaction that you can take on every creatures turn, except your turn. Whenever an ally attacks a creature with advantage and you are within your weapon's reach of the target creature, you can make a melee weapon attack against the same creature. These extra attacks cannot deal sneak attack damage, and the weapon you use must have the light or finesse property.
Deadly Distraction
When you reach 17th level, you really know how to make a good opening. Whenever you use your laughing blade feature against a creature, you mark them until the start of your next turn. Whenever an ally hits the marked creature while you are within 5 feet of it, you can use your reaction to cause the attack to become a critical hit. Once you use this feature on a creature, you cannot use it on the same creature again until you finish a long rest.
Comedina and Tragedonna are tasking you to clear out the ruins within the Badlands by any means necessary. Once cleared the second delivery unit will arrive and they will claim the place as a new base of operations.
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the four lights into one glowing vaguely Humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a Bonus Action on Your Turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Varla is a small farming community that has a large religious influence within it.
Population:
- Approximately 1400; mixed Elf.
Government:
- Varla is governed by a noble aristocrat, the elf lady Sybeth.
Notable Places:
- Kather's Mystics and Wares: The workshop of a female elf alchemist named Kather.
- Rose Crater: A large crater in the ground with a boulder that has black roses growing on it.
A Frecian ship carry a load of explosives was caught up in the mix of an attack. The vessel was destroyed. The ship was believed to be traveling to Divelinson.