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Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Roll Initiative! +3
STR
15(+2)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(0)
CHA
14(+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions
MULTIATTACK

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

SCIMITAR

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

DAGGER

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions
PARRY

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The Horrors act as a type of corrupted divine magic. This is primarily through means of God's procreating with mortal races, an individual killing a God, or those of far superior magic comprehension. These are being who often act as a secondary deity and bestow their magic unto beings of their own choosing. 

Horrors born to the God's are bestowed a unique mark on their body in red, those who have killed a God have a mark that appears black. Those who surpass in magic aura have a mark that often appears in a dark purple. 

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Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters.

A ravenite uses the dragonborn traits in the Player’s Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits.

Ability Score Increase

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

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.

Vengeful Assault

When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can’t do so again until you finish a short or long rest.

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A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Dreadful Strikes

3rd-level Fey Wanderer feature

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

3rd-level Fey Wanderer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Fey Wanderer Spells

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
ROLL TABLE TO VTT
d6Appearance
1Illusory butterflies flutter around you while you take a short or long rest.
2Fresh, seasonal flowers sprout from your hair each dawn.
3You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4Your shadow dances while no one is looking directly at it.
5Horns or antlers sprout from your head.
6Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour

3rd-level Fey Wanderer feature

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: DeceptionPerformance, or Persuasion.

Beguiling Twist

7th-level Fey Wanderer feature

The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

11th-level Fey Wanderer feature

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer

15th-level Fey Wanderer feature

You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

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Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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

NameCostDamageWeightProperties
Maul10 gp2d6 bludgeoning10 lbsHeavyTwo-Handed
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                Many years ago the world was in turmoil as Demons walked the earth. The gates of hell were wide open allowing passage of many who sought out destruction and blood. The people of the world were distraught and sought for ways to fight back. War broke out. Blood was spilled and many lives were lost.

There were many who tried to close the gates, but no one had the power to do it. Then there was a blessing. Five were born with extraordinary powers. They say that these individuals were a gift of the divine. As they grew, they began to strengthen the gifts that they have been given. They banded together and closed the gates.

Even though the gates were closed there was still one thing that The Five needed to complete. A titan controlled by the kings of hell still remained. This titan was deemed a great adversary but also as a gate key. The demon had the capability of undoing the work of the sages as he was the highest ranking demon general. With great strength they used what power they had and chained the great beast. With the beast chained, the final seal was created and peace would soon return.

The Five were deemed the Great Sages. Daru of the Earth, Nia of the Ocean Igniferious of the Volcano, Majore Highdale of the Sun, and Mijure of the Moon.

The Great sages returned to their lands and continued to live their lives. That was until the chains of the great beast broke. The Great Sages were brought before the beast once more before he could reopen the gates. They conducted the ceremony and proceeded to seal the demon. However, something didn’t seem right during the ceremony. A large explosion of power came from it and the sages were never seen again.

Although gone, the seal remained intact for years until now…

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