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Juniper’s relationship was better with Gidget. Juniper is a graceful and beautiful creature. She herself keeps up appearances but Gidget knows it for the sake of fitting in with the higher ranking centaurs, who are beautiful, delicate, and noble. But Gidget knew her mother more than her father and she would often sneak off to be away from all of the stuffiness and posturing to relax and be free to be. To roll around in the grass, to leap and roll through the underbrush of the forest, to splash and play and kick. Gidget loved to sneak away with her mother to play. Her mother always stood up for her and was outwardly proud of her, seeing the beauty in her daughter outward and in, where her husband would fail. Juniper encouraged Farhan to take Gidget under his wing, knowing Gidget lacked a father figure in her life. For a small time it was whispered that Juniper an Farhan were meeting in secret. Obviously Hoffren wasn’t a fan of this and Juniper sent Gidget to live with Farhan to train. Though the rumor has died down, there is still suspicion

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Shiloh's Construct

• Armor Class: 15

• Speed: 40ft

• Saving Throws: DEX +3, CON +4

• Damage Immunities. poison.

• Condition Immunities. charmed, exhaustion, poisoned.

• Senses. darkvision 60 ft., passive Perception 14

• Vigilant. The defender can’t be surprised.

Actions

• Force-Empowered Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target you can see. Hit: 1d8+2 force damage.

• Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.

Reaction

• Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Hit Points:

21
/
Special
Current:
21
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                In darkness of midnight, the Gods of Varosha banded together and created masks of unique properties with the assistance of gods from other realms. There was the Boar, Human, Dog, Fox, Cat, Owl, Snake, Spider, Bull, Rabbit, Dragon, Otter, Deer, Unicorn, Bat, Raven, Skull, Mouse, and the Butterfly. Each mask was a representative of an element or energy, while others were properties of a singular arcana.

                These masks were bestowed upon their children in the hopes of seeing the world they had created through their eyes. In return, the children were granted the powers of their parents through the masks they were given. Although, they had powers they followed a singular oath. “I will watch over the land and its inhabitants. For I am the Gods' Watchman of the Midnight Eye.”

                As time went on after the gods disappeared the bloodlines began to slowly diminish in strength. Those who still have the blood of the gods within them became the only people who are able to wear the masks and use the powers. Those who fail to have the blood of a God were forever cursed by the powers of the mask.

                The curse takes over the body and thus the mask became its own entity. Those who are taken over by the mask are “Lost Children”. A mask wearer of a God can become corrupted now due to the thin bloodlines. If they disobey their God they can be disowned and will succumb to the curse.

                Through the eyes of their children, the Gods saw what was ensuing in all the lands. When the Great Demon War occurred, they used their children to seek out champions who were already born with extraordinary gifts and abilities. Once five champions were found their blessing were bestowed upon those selected. The Watchman acted as protectors to the newly born Great Sages and enhanced the Sages with their own abilities. Once the war was over and peace continued, the Watchmen continued to follow their oath as the Sages no longer relied on their protection.

                To be a Watchman, one must be born through the bloodline of a God to wear the mask. A mask is only give to a successor when the first wearer dies. Once the wearer has passed, the mask undergoes a selection. Those who believe they are descendants of a God join the Midnight Eye and wear a blank porcelain mask. They will remove their selection mask and attempt to put on the God Mask. If successful, the wearer will fuse with the mask but have complete control over their actions. If the mask fails, the wearer will be hurt and undergo a curse even after the mask is removed from their face. 

                Those who succeed undergo a series of training until they pass their final test. This will allow them to ascend into the planes and travel and are known as Stalkers. The Sanctuary will always be their home base, and they may return from time to time. While those who fail have to undergo mental rehabilitation and training to rid the curse. Stalkers who fall corrupted can become Lost Children and the God’s lose their sight of them.

                Over the last century a total of seven masks have gone missing from the Midnight Eye from corruption or theft. This prompted the remaining wearers to stay within the Sanctuary under the protection of Master. The sanctuary has become a training ground for not just the Watchers, but all who follow the same ideologies and want to find a sense of belonging. Anyone can join the Midnight Eye. 

                False masks were created artificially by a strong individual. These masks still bestowed gifts to the wearers as well as a curse. However, not as strong as the originals, these masks often take away the minds of the wearers and treat them like puppets. Other copy masks exists in the world but are made through other means. These masks are usually worn by those of Unknown blood or Unknown. These masks also have unique properties depending on the capabilities of the wearer. 

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The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not
nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.

Fey Characteristics
d8Characteristic
1Your wings are like those of a bird.
2You have shimmering, multicolored skin.
3You have exceptionally large ears.
4A glittering mist constantly surrounds you.
5You have a small spectral horn on your forehead, like a little unicorn horn.
6Your legs are insectile.
7You smell like fresh brownies.
8A noticeable, harmless chill surrounds you.

Fairy Traits

  • Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
  • Creature Type. You are a Fey.
  • Life Span. Fairies have a life span of about a century.
  • Size. You are Small.
  • Speed. Your walking speed is 30 feet.
  • Fairy Magic. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce 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).
  • Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
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For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

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

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Years ago Divelinson invaded Marktinla to obtain resources and control over the mining industry. With the help of Frecia they were able to drive the Divelinson Army out.

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