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Working within Divelinson under the alias of The Plague Doctor. She worked for the Queen of Divelinson, the very being who had lost control and killed her and her husband. Eventually while working under her she managed to create a magic surge with the help of her cult, killing the Queen. However, she didn't want to stop there, she wanted to be the most powerful being in this realm. Knowing that the daughters were next in line she took the two of them under her wings. Manipulating the grieve stricken King Mond Voxville, she promised him that she can help make him stronger if he would desire. 

With the two daughters Dria Voxville and Diana Voxville under her, she began to use them to study vampiric blood magic. This caused the two of them to grow gravely ill as they grew up. Often bedridden, the two of them tried their best to study magic and eventually were found to be subjected to experiments. They had full faith in their doctor to take care of them. But after a while Dria was pronounced dead. 

After Dria's death, she had what she needed and proceed to begin the reversal on Diana. This was the start of Diana's magic and bloodline to be suppressed. But this was only the beginning as she needed draconic magic to succeed in claiming the realm for herself. 


Character Sheet on DnD Beyond

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Medium Monstrosity (Shapechanger), Neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18) 
Speed 15 ft.
Roll Initiative! +1
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Skills Stealth +5 
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
SHAPECHANGER

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

ADHESIVE (OBJECT FORM ONLY)

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

FALSE APPEARANCE (OBJECT FORM ONLY)

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

GRAPPLER

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions
PSEUDOPOD

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid 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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We had a tabaxi come through once, a few winters back. She kept the taproom packed each night with her stories and spent most days napping in a chair in front of the fireplace. We thought she was lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Wandering Outcasts

Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.

However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.

Barterers of Lore

Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.

Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.

Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.

Fleeting Fancies

Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.

A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

Tinkers and Minstrels

Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.

These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.

These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.

Tabaxi Names

Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.

Clan names are usually based on a geographical feature located in or near the clan’s territory.

The following list of sample tabaxi names includes nicknames in parenthesis.

Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)

Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain

Tabaxi Personality

A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.

The Tabaxi Obsession table can help hone your character’s goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.

Tabaxi Obsessions

d8My curiosity is currently fixed on …
1A god or planar entity
2A monster
3A lost civilization
4A wizard’s secrets
5A mundane item
6A magic item
7A location
8A legend or tale

 Tabaxi Quirks

d10Quirk
1You miss your tropical home and complain endlessly about the freezing weather, even in summer.
2You never wear the same outfit twice, unless you absolutely must.
3You have a minor phobia of water and hate getting wet.
4Your tail always betrays your inner thoughts.
5You purr loudly when you are happy.
6You keep a small ball of yarn in your hand, which you constantly fidget with.
7You are always in debt, since you spend your gold on lavish parties and gifts for friends.
8When talking about something you’re obsessed with, you speak quickly and never pause and others can’t understand you.
9You are a font of random trivia from the lore and stories you have discovered.
10You can’t help but pocket interesting objects you come across.

Tabaxi Traits

Your tabaxi character has the following racial traits.

Ability Score Increase

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

Age

Tabaxi have lifespans equivalent to humans.

Size

Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have a cat’s keen senses, especially in the dark. 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 can’t discern color in darkness, only shades of gray.

Feline Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Cat’s Claws

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat’s Talent

You have proficiency in the Perception and Stealth skills.

Languages

You can speak, read, and write Common and one other language of your choice.

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Followers of the Blood domain are not as concerned with worshiping the spirit of any particular god, but instead more concerned with worshiping the divinity in the self. Some don't even believe in the gods. 

Bonus Proficiency

At 1st level, you gain proficiency in heavy armor.

Blood Magic

When you cast a spell, you can take 1d4+4 necrotic damage per spell level (which cannot be reduced) to cast the spell without a spell slot. When you do so, you can ignore all material components of the spell, even if it has a cost and/or is consumed, and if the spell deals damage, you may add your Wisdom modifier to that damage. 

If you cast a damaging spell, you can reduce your own health by any amount (separate from the casting damage if you use that instead of a spell slot) to add the same amount of damage to the spell. 

When you touch a creature, you can reduce your own health by any amount to heal that creature for the same amount of health as a bonus action.

If you are dropped to 0 hit points from this feature, the spell goes off before you drop unconscious. The self-inflicted damage cannot be made non-lethal unless you are under the effect of another spell or ability, but it also cannot break your concentration.

Channel Divinity: Blood Drain

As an action, you can spend one of your channel divinity to make a melee spell attack on an enemy within 5 feet of you, dealing 2d4+4 necrotic or radiant damage on a hit. (You choose which type when you reach level 6.) You gain the same amount of damage 

Chanel Divinity: Flare Divinity

As an action, you can expend one use of Channel Divinity to stir the divine spark within you, aiding you in your endeavors. When you do this, choose one of the following effects:

  • Advantage on saving throws
  • Advantage on weapon and unarmed attacks
  • Advantage on skill checks
  • To-hit spells deal half damage on a miss

For a number of turns equal to your Wisdom modifier, you gain the chosen benefit. (If skill checks is chosen and the check requires more time, the advantage is still used for that one check) Additionally with that benefit, your cantrips which require a saving throw to negate damage instead half damage for the duration.

At level 6, you may use this ability on one target creature you can touch instead of yourself, using their Wisdom modifier.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Domain Spells

A Blood Domain Cleric gains the following spells as Domain Spells at the allotted levels:

1st level: Hellish Rebuke, Inflict Wounds

3rd level: Hold Person, Enhance Ability

5th level: Revivify, Animate Dead

7th level: Death Ward, Locate Creature

9th level: Greater Restoration, Raise Dead

 

Divine Undeath

At 17th level, those who you return to life are raised as more powerful beings than they were before. If you cast any spell that returns a creature to life, you can choose for that creature to become immune to poison damage, the Poisoned condition, and any other types of poison. They are also resistant to necrotic damage, and can add their Wisdom modifier to death saving throws if they choose. A creature can only gain these benefits once, but they are permanent. 

After you gain this feature, the first time you die as a result of your Blood Magic, you come back to life in 24 hours with full hit points and the above features. You may only return to life this way once, and only if you were reduced to 0 hit points by Blood Magic with no failed death saving throws which originated from a creature attacking you or forcing you to fail one.

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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. 

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While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

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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.

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