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Kather is a small shop owner. She appears to be someone of fey-like origins however some of her distinctive features appear to be otherworldly. She runs her own shop with the help of Domino Wittenmyer and a few of her other friends. No one really knows where her wares comes from but some how she always ends up with the strangest things in her shop.


Outfit Board

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Small Construct, Any Alignment
Armor Class 15
Hit Points 85 (16d8 + 15) 
Speed 40 ft.
Roll Initiative! +4
STR
12 (+1)
DEX
19 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +4, DEX +7, CON +6
Skills Acrobatics +7Intimidation +5Stealth +7 
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities CharmedExhaustionFrightenedPoisoned
Senses Darkvision 60, Passive Perception 15
Languages Common, Infernal but can only speak infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
INCONSPICUOUS

Inconspicuous. While the haunted puppet remains motionless and out of combat, it gains a +5 to Stealth rolls, and is indistinguishable from a normal puppet.

EVASION

Evasion. When the haunted puppet is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

HEAD ON A SWIVEL

Head on a Swivel. The haunted puppet cannot be surprised.

MAGICAL PUPPETRY

Magical Puppetry. The weapon attacks made by the haunted puppet are considered magical for the purpose of overcoming resistance.

Actions
MULTIATTACK

Multiattack. The haunted puppet makes three Blade Fury or Ranged Bolt attacks.

BLADE FURY

Blade Fury. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10 + 4 slashing damage.

RANGED BOLT

Ranged Bolt. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 1d8 + 4 necrotic damage.

WEB OF STRINGS (3/DAY)

Web of Strings (3/day). The haunted puppet  shoots a web of strings at any number of creatures within a 15 foot radius. Creatures within range must succeed on a Dexterity saving throw or be restrained until the end of the haunted puppet's next turn. While a creature is restrained in this way the haunted puppet's movement speed is reduced by 10 feet.

Reactions
SCURRY

Scurry. When a creature misses an attack against the haunted puppet, it can move half its movement speed in any direction without provoking attacks of opportunity.

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Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.

Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.

Genasi

Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic.

A typical genasi has a life span of 120 years.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score 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 can follow those suggestions or ignore them, but you can’t raise any of your scores 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 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.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Water Genasi Traits

As a water genasi, you have the following traits.

Creature Type

You are a Humanoid.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Acid Resistance

You have resistance to acid damage.

Amphibious

You can breathe air and water.

Call to the Wave

You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk 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).

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 discern colors in that darkness only as shades of gray.

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You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
  • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

You also develop a random flaw from the Aberrant Dragonmark Flaws table.

Aberrant Dragonmark Flaws

ROLL TABLE TO VTT

d8Flaw
1Your mark is a source of constant physical pain.
2Your mark whispers to you. Its meaning can be unclear.
3When you’re stressed, the mark hisses audibly.
4The skin around the mark is burned, scaly, or withered.
5Animals are uneasy around you.
6You have a mood swing any time you use your mark.
7Your looks change slightly whenever you use the mark.
8You have horrific nightmares after you use your mark.

OPTION: GREATER ABERRANT POWERS

At the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.

If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.

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Comedina and Tragedonna are tasking you to clear out the ruins within the Badlands by any means necessary. Once cleared the second delivery unit will arrive and they will claim the place as a new base of operations. 

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This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

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The war between Frecia and Divelinson involving large constructs. Before the invasion of Kawit, the Frecia Army invaded Divelinson. The battle lasted a few days before the Frecia Army was eventually pushed out. The Divelinson Army came forth with unknown constructs and creatures that were never seen before.

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