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Avaija, one of the youngest within the Pantheon of the Gods. She is naïve in nature and child like, often is depicted as a child dressed in pure white or that of a young naked woman. Some believe that she is actually to souls put into one while others believe that she is a shapeshifter of some sort. Even though, Avaija is one of the youngest of the Pantheon, she is recognized as being one of the strongest. Her blood was used to help create those of Unknown descent. 

Avaija fell in love with one of the Aasimars who would eventually perish. Distraught, she begged Thana to bring him back. Thana refused her request and forbade her from crossing through the planes on her own. Refusing to take no as an answer Avaija threw a tantrum. She went across the planes to find the man she loved. The two bonded in the afterlife. Than was outraged and forced her out, forbidding her from ever entering her domain again. The rest of the Pantheon had put Avaija under a lock down to prevent her from trying Thana again. During this time she had given birth to first non pure child. The concept of a being as powerful as a God but who would not be recognized as a pureblooded deity scared the Pantheon. They cast the child out from the heavens, stripping her of her powers and leaving the child to die. Being pulled away from her own blood caused Avaija to lose control, her mind split into two corrupting a part of her mind. Solvi and Raka erased all of her memories of her child returning her to her previous joyous state without starting a war within the Pantheon. The child became known as the first of The Horrors. While her memory was wiped she retained the corrupted horns she had grown out of the anger that was over taking her. 

During her corruption, there were Aasimar's who became corrupted at the same time. However, unlike Avaija, they did not revert back to their previous state. This created the Unknown race. 

The Symbol of Avaija is that of an intertwined horned heart representing fertility and connections to both the divine and corrupted. 



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Dire Wolf Summon
Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) 
Speed 50 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3Stealth +4 
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
KEEN HEARING AND SMELL

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

PACK TACTICS

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

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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Some believe that creation and destruction are two sides of the same coin. Those who respect the power and danger of fire while admiring its beauty and light are drawn to worship the Phoenix. A neutral, though benevolent, spirit, they embody the dichotomy between renewal and relentless destructive power. Life and death are inextricably linked in an enduring cycle, one to be celebrated and protected in equal measure. Clerics who follow the Phoenix understand that new life can rise from the ashes of destruction, that fire can both harm and heal, and that adapting to change is the most powerful constant.
Special thanks to: Adam Walton, Dustin Fletcher, Eugenio Vargas, James Haeck, Josh Simons, Mackenzie De Armas, and Justice Arman. Editor: Hannah Rose

Phoenix Domain Spells
1st - Burning HandsCure Wounds
3rd - Flaming SphereGentle Repose
5th - FireballRevivify
7th - Wall of FireDeath Ward
9th - Flame StrikeRaise Dead

Bonus Cantrip

When you choose this domain at 1st level you gain the produce flame cantrip. It counts as a cleric cantrip for you, but it doesn’t count against your number of cantrips known. 

Warmth of the Flame

Also at 1st level, the destruction of your foes brings warmth to your allies. When you cast a spell of 1st level or higher that deals fire damage, you can choose to heal one creature of your choice within 30 feet. The creature regains hit points equal to 1d4 + the spell’s level.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Explosion of Life

Starting at 2nd level, you can use your Channel Divinity to protect your allies with an aura of flames.

As an action, you present your holy symbol, and a sphere of fiery light emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with bright light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) starts its turn in the sphere, you can grant that creature these benefits:

  • The fire bolsters their vitality, giving it 1d8 temporary hit points.
  • The fire protects, granting resistance to fire damage until the end of its next turn.

Rise from the Ashes

Starting at 6th level, you gain the ability to coax new life from the ashes of destruction. When you cast a cleric spell that returns a creature from the dead, you can choose to cast the spell without expending any material components, instead using the energy of your own fire to fuel the spell. When you cast the spell in this way the creature returns to life with a number of hit points equal to half of their hit point maximum, and does not suffer from any penalties from coming back from the dead. Otherwise, the spell functions as normal.

However, the effort taxes you greatly; if you have cast revivify you take a −2 penalty to all attack rolls, saving throws, and ability checks, or a −4 penalty for any other spell that returns a creature from the dead. These penalties are cumulative. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Avatar of Destruction

Starting at 17th level, the power of the Phoenix can save you from death while punishing those who harm you. If you drop to 0 hit points or killed outright, you are immediately reduced to ash. At the start of your next turn, you are resurrected in an explosion of fire in the last space you occupied, or, if that space is occupied, the nearest unoccupied space.

You return with a number of hit points equal to half of your hit point maximum, and each hostile creature within 30 feet of you must make a Constitution saving throw. On a failure, a creature takes fire damage equal to 2d10 + your cleric level and is blinded until the end of its next turn. On a success, it takes half as much damage and isn't blinded.

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

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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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A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains temporary Hit Points equal to your Spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary Hit Points from this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st.

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Princess Diana Voxville was being escorted to her exhibition site on Kawit. However the vessel never arrived to the destination and the princess and her teams were deemed as missing. 

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