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Deino is a pirate at heart and always a pirate. Although separated from his brother, he still sails the seas living out his days. 

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Medium humanoid (warforged), any alignment
Armor Class 16 (natural armor, shield)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
Roll Initiative! +1
STR
16(+3)
DEX
12(+1)
CON
16(+3)
INT
10(0)
WIS
14(+2)
CHA
11(0)
Skills Athletics +5, Perception +4, Survival +4
Damage Resistances Poison
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
WARFORGED RESILIENCE

Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Actions
MULTIATTACK

Multiattack. The warforged makes two armblade attacks.

ARMBLADE

Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

JAVELIN

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions
PROTECTION

Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.

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Realm jumpers are a unique group of individuals with the ability to jump between realms with special innate abilities without the need of a spell. They are in tune with the astral gates and are able to force them open to their desire. The bigger the door, the more magic energy is consumed. A door open for a long period of time may also consume large amounts of magic energy. 

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The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass.

Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers.

Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.

Noble and Fierce

Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.

Quick to Quarrel

Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies. It follows, too, that leonin aren’t inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin’s superiority proven), the insult is forgotten—along with the vanquished foe.

Pride and Self-Reliance

Few leonin devote themselves to the service of the gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of their prides suffered depravities at the hands of the tyrant Agnomakhos, most leonin rejected the gods. It’s not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods.

Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and the leonin who call that land home.

Leonin and the Gods
d6Attitude
1I’m amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment.
2The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3I view the gods as worthy adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4I’m certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with my life.
5I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them. I miss that kind of innocence.
6I don’t talk about it among other leonin, but I actually revere the gods and try to please them by my actions.

Leonin Names

Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.

Female Names: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore

Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior

Pride Names: Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides

Leonin Traits

Your leonin character has the following racial traits.

Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

Age

Leonin mature and age at about the same rate as humans.

Alignment

Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

Size

Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height = 5 feet + 6 inches + your size modifier in inches

Weight in pounds = 180 + (2d6 × your size modifier)

Speed

Your base walking speed is 35 feet.

Darkvision

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.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hunter’s Instincts

You have proficiency in one of the following skills of your choice: AthleticsIntimidationPerception, or Survival.

Daunting Roar

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Languages

You can speak, read, and write Common and Leonin.

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You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells

Dark One’s Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One’s Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

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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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This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

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The Investigators are tasked to arrive at the Harmony Opera House. With strange deaths happening, the team was to investigate what was going on when no one was around. 

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