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Featherdust was raised by two loving parents, merchants who would travel between the Sylvan Glade and the rest of the world selling wares that they brought from the Sylvan Glade. Featherdust didn’t want to live that life, she didn’t want to be a merchant. She, however, didn’t know what she wanted to do. Once she was old enough to go on her own, she would wander around the towns her family would visit and study people. Though, it didn’t really interest her as much as the books and learning about the history. Featherdust would pick up and read anything she could get her hands on. As Featherdust became an adult, she wanted to study magic at the Frecia Academy of Magic.She managed to pick up a few spells in her travels on top of the little fighting her parents did teach her so that she could survive. Featherdust was still not prepared for traveling alone and she was jumped by bandits, left for dead. She was found by someone in the Order, who nursed her back to health and taught her about the Reborn One. Featherdust felt so indebt to this person, she stayed and served the Reborn One. It started as a debut being repaid, but Featherdust so came to enjoy serving the Reborn One. She finally found something that she enjoyed and wants to serve The Reborn One until her death.

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Medium Humanoid, Chaotic Evil
Armor Class 10 in humanoid form, 11 in shark and hybrid form
Hit Points 140 (18d8 + 60)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
21 (+5)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 40 ft (Only usable in water while in hybrid or shark form), Passive Perception 17
Languages Aquan (Cannot speak in shark form), Common (cannot speak in shark form), Sahuagin (Cannot speak in shark form)
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Shapechanger. The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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.

Keen Smell. The wereshark has advantage on Wisdom (Perception) checks that rely on smell.

Blood Frenzy: The shark has advantage on melee Attack rolls against any creature that doesn't have all its hit points.

Water Breathing The wereshark can breathe only Underwater while in shark form.

Amphibious(Hybrid form only). The wereshark  can breathe air and water while in hybrid form.

 

Actions

Multiattack. In shark form, the wereshark makes two claw attacks. In humanoid form, it makes two trident attacks. In hybrid form, it can attack like a shark or a humanoid.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereshark lycanthropy.

Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

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Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Gem Ancestry

You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.

Gem Ancestry
DragonDamage Type
AmethystForce
CrystalRadiant
EmeraldPsychic
SapphireThunder
TopazNecrotic

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance

You have resistance to the damage type associated with your Gem Ancestry.

Psionic Mind

You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Gem Flight

Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

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You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
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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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When you put this sword on a flat surface or the palm of your hand, it slowly rotates to indicate North with its blade. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Once per long rest, you can put the blade on a flat surface or the palm of your hand and say the name of a specific object or creature that you have already seen or are familiar with. If it is within 1000ft of you, the blade will rotate and point toward your target. The blade keeps pointing toward the target for 10 minutes even as you move, as long as the target stays within range, not knowing the actual distance of the target. If you drop the blade or use it to fight, the effect ends.

 

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

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A large scale battle between magic users. There were those who from The Sylvan Glade who infiltrated Jortha in the hopes of taking down the problem at the source. The battle lasted for a week against the Marktinla Army. However, Marktinla was proven victorious at standing their ground.

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