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The Lady of the Falls is someone who is believed to be gifted by the Feywild itself. Her immense magical prowess has allowed her to supply various types of magic within The Sylvan Glade. She keeps most things alive within the glade through the Seraphine Waterfalls where she resides. Some worship her like a Goddess of the falls.


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Medium Undead (Any Race), Any Non-Good Alignment
Armor Class 14 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws CON +4
Skills Acrobatics +5, Sleight of Hand +5, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Poison
Damage Immunities Necrotic
Condition Immunities Charmed
Senses Darkvision 120 ft, Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2

Pack Tactics. The runner has advantage on an attack roll against a creature if at least one of the runner's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The runner makes two melee attacks.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) Piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (1d6+3) piercing damage.

Bonus Actions

As quick and cunning as they are they can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.

Short and Stout

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Long Memory, Long Grudges

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.

The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.

Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Gods, Gold, and Clan

Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

Dwarf Names

A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal

Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

Subrace

Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces or one from another source.

DUERGAR

In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase

Your Constitution score increases by 2.

Age

Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency

You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

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Bards of the College of Dance are fearless performers who entertain and enchant their audiences with endearing, seductive, or technically impressive choreography, while using the same skill set to strike unexpectedly at their enemies.

Star Dancer

When you join the College of Dance at 3rd level, you gain proficiency in Acrobatics and Performance. If you already have proficiency in either or both of these skills, double your proficiency bonus for any ability check you make that uses Acrobatics or Performance.

Unencumbered Moves

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Aggressive Choreography

Also at 3rd level, your graceful dancing allows you to suddenly attack your foes with flexibility and force.

You gain the following benefits while you are aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strikes.
  • If you use your action to make an Attack or to cast a spell, you can make one unarmed strike as a bonus action.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

Empowered Choreography

Also at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, the damage from your unarmed strikes increases to a d6.

Enchanting Choreography

At 14th level, you may add your Charisma modifier to the attack and damage rolls for your unarmed strikes. In addition, the damage from your unarmed strikes increases to a d8, and you no longer provoke opportunity attacks after making an unarmed strike on your turn.

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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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While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

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Long ago, the Frecia Army invaded Cradania through the city of Mikatia. The plan was to invade and take resources to further enhance the technological advances Frecia was conducting. However, in the battle their magic was proven to be useless due to The Divine Crystal. The battle only lasted a few hours before the Cradania Army pushed Frecia out.

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