Remove ads by subscribing to Kanka or enabling premium features for the campaign.

Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Roll Initiative! 0
STR
15(+2)
DEX
11(0)
CON
14(+2)
INT
10(0)
WIS
10(0)
CHA
11(0)
Skills Intimidation +2
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
PACK TACTICS

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

Actions
MULTIATTACK

Multiattack. The thug makes two melee attacks.

MACE

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

HEAVY CROSSBOW

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Click to toggle

A circus troupe of whimsy and wonder.


Cirque du Mystere is a travelling circus that tends to float around Divelinson and Frecia on the average. All established members of the troupe wear a mask of some kind to conceal their faces. All but the ringmaster Narrin Joker who does juggling acts. Those who do not wear a mask are typical the "help" or rather those who have been brought on for set up, clean up, and the likes. They are usually the ones who take care of the main troupe members. On some of the members a number can be seen on their backs between their shoulder blades. This is their identifying number within the troupe for their roster value. 


The troupe has it's own Hierarchy. Joker acts as the main leader of the troupe and handles all of the members within it. She has two individuals by her side who act as as the promoters and networkers. they also double back sometimes as the main defense team for the troupe when required. They both wear a mask, one a mask of Tragedy and the other a mask of Comedy. They tend to wear more normal attire as opposed to the standard jester costumes as to not draw further attention to themselves. 

Next are the The Royal Suits or otherwise referred to by some as the Royal Troupe. These are the ones who are the main stars of the show. Aerial Diamond, Spadia Spade, Magik Heart. Dova Club,  Sora, Nyla


Aerial Diamond, otherwise known as the Queen of Diamonds runs the aerial acrobatics performances of the troupe. She and her team are the ones often seen being thrown in the air and performing various types of stunts and balancing acts.  

Spadia Spade, or the Queen of Spades, is Aerial counterpart and sometimes partner. She runs the trapeze and trampoline acts as part of her portion of the show. She and her team often work in combined acts with Aerial's team.

Magik Heart, the Queen of Hearts, is the musical and dance performance of the show. The Spectacular 5 are the ones who perform using a series of dance, music, and miming. 

Dova Club, the King of Clubs, is the strength based performance of the show. He and his team are automatons that put their limitations to the test on their strength and might.

Sora, who is sometimes known as Jester,  is the second in command when the Ringmaster is away. He is the lion tamer of the group with no actual team of his own. His considered team consists of his animals he manages. Out of all of the Elites, he is the only one that speaks on the regular. 

Nyla, also referred to as the Ace, focuses on magic and illusions to captivate the crowd. He has no team of his own and is often seen working solo more than with others.


Other performances of the show include the freak show sector before the actual performances which are often viewed outside of the tents, contortionists, fire breathing, knife throwing, sword swallowing,  unicycle, and more. 


Outfit Board

Click to toggle

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own characteristic if none of the suggestions below fit your character.

Fey Characteristics
d8Characteristic
1Your wings are like those of a bird.
2You have shimmering, multicolored skin.
3You have exceptionally large ears.
4A glittering mist constantly surrounds you.
5You have a small spectral horn on your forehead, like a little unicorn horn.
6Your legs are insectile.
7You smell like fresh brownies.
8A noticeable, harmless chill surrounds you.

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 such as the fairy or the harengon in this section, 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 in this chapter 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. Fairies and harengons, however, have a life span of about a century.

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.

Fairy Traits

As a fairy, you have the following racial traits.

Creature Type

You are a Fey.

Size

You are Small.

Speed

Your walking speed is 30 feet.

Fairy Magic

You know the druidcraft cantrip.

Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce 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).

Flight

Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.










Click to toggle

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

TENETS OF DEVOTION

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Click to toggle
Instigator
Jo'Han Dough

Jo'han's mother has not reached out to the guild in some time. Normally she would have returned back from her job by now but it appears that something has held her up. 


She was last seen traveling to Trylinion with the task of escorting one of the Trylinion soldiers. It was a high risk assignment with a huge pay out which is what grabbed her attention. But since she has been signed on with the mission, she has lost contact with the guild. 

Click to toggle

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

Random Properties

An Orb of Dragonkind has the following random properties:

  • 2 minor beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property

Spells

The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).

You can also use an action to cast the detect magic spell from the orb without using any charges.

Call Dragons

While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.

Destroying an Orb

An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

Click to toggle

The Sylvan Army intercepted a vessel with kidnapped individuals. They battled and released those that were in captivity later gaining control of the vessel after losing their own. 

Click to toggle