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She keeps to herself mostly and is quite during most meetings. She prioritizes on the arts and culture of the communities and maintains and controls various events that occur. She is deemed as the councilor with the heart of gold. 

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Medium Fey, Neutral
Armor Class 14 (natural armor)
Hit Points 19 (3d8 + 6) 
Speed 40 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Perception +4 
Senses Passive Perception 14
Languages understands Common, Elvish, and Sylvan but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
BONDING

Bonding. The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.

KEEN HEARING AND SMELL

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


The elves of Valenar say that when their ancestors fought the giants of Xen’drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul’sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.

Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.

Variant: Ancestral Traits

Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.

Ancestral Traits

d8Trait
1Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.
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The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.

House Cannith

Leaders: Cannith East, Zorlan d’Cannith; Cannith West, Jorlanna d’Cannith; Cannith South, Merrix d’Cannith

Headquarters: Cannith East, Korth Enclave (Karrnath); Cannith West, Aundair Enclave (near Fairhaven, Aundair); Cannith South, Cannith Tower (Sharn, Breland)

House Cannith dominates all forms of manufacturing, both mystical and mundane. Gorgon-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.

The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and Merrix of Sharn, innovator of warforged. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house’s future.

Ability Score Increase

Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.

Artisan’s Intuition

When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check.

Maker’s Gift

You gain proficiency with one type of artisan’s tools of your choice.

Spellsmith

You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.

Spells of the Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.

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You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
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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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A boarding axe is similar to a handaxe, but features a spike that allows the weapon to do either slashing or piercing damage. When in hand, a boarding axe grants a +2 circumstance bonus on Climb checks to scale wooden or other penetrable surfaces, such as ice.

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