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Medium humanoid (elf), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Roll Initiative! +1
STR
11(0)
DEX
12(+1)
CON
12(+1)
INT
10(0)
WIS
10(0)
CHA
10(0)
Condition Immunities Charmed
Senses Darkvision 60ft
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions
DAGGERS

Daggers. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft or 20/60ft, one target. Hit (1d4 +1) piercing damage

LIGHT CROSSBOW

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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A group of individuals who identify as witches and warlocks with no patrons. These are natural born magic users who associate themselves with a specific magical theme. 

Known witches and warlocks are:

Arishia the Flower Child: Magic of Plants

The Siren of Storms: Magic of Storms

The Grimm: Death and Necrotic Magic

The Enchanter: Charms and Illusions

The Other Side: Magic around Spirits

The Flames of Power: Magic of Flames and Volcanic Energy

The Tidal Wave: Magic of Water

The Lightning Strike: Magic of Lightning and Thunder

The Beast: Magic of Animals and Shapeshifting

The Dark Purity: Healing and Death Magic

The Bladed One: Weapons and Metal magic

The Gemstone: Magic of Stones

The Silencer: Magic of the Voice and Ears

The Starlight: Magic of Light and Darkness

The Vile Queen: Magic on Poisons and Corrosions

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You are a child of a god of grapes, wine, parties, and madness. Possible domains for your godly parent include Trickery, Madness, Nature, Life, or Chaos.


Child of Avaija Traits

Ability Score Increase

Your Wisdom and Charisma scores increase by 1.

Friend of Wine

You learn the Acid Splash cantrip. You may choose Wisdom or Charisma as your spellcasting ability for it.

Child of Madness

You cannot be magically charmed or frightened. You are immune to poison and the poisoned condition. When you drink alcohol, you choose how drunk you become and how quickly you become sober.

Party Starter

When in a place where people gather socially, (a pub, tavern, inn etc) you may attempt to start a party. Roll a d20 and add your charisma modifier against a DC 12 (or higher based on DM’s discretion).  If you succeed, you create a more lighthearted mood in the place. For the next 10 minutes, or longer based on the DM’s discretion, you have advantage on all charisma checks made in the area. You may attempt to start a party once per hour per establishment. (or sooner based on DMs discretion, for instance if a large group comes in after you failed to start a party)


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The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

Death Domain Spells

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Inescapable Destruction

Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Improved Reaper

Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

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You are tracking down an specific individual referred to as the "Shadow Figure" By finding this person on behalf of the Mercenary Guild they will help you with people or things you are tracking. Everything starts with some annoyances and an altercation in the Dyonis Park

Your goal is to find any type of information on this individual at the very least. The guild will be staying in touch through a guild token while they work on your tasks.


Session Journal

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Proficiency with a hand crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

NameCostDamageWeightProperties
Crossbow, hand75 gp1d6 piercing3 lbsAmmunition, (Range 30/120), LightLoading
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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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