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Taken by The Reborn One after her death during a raid of the Sylvan Glade. She and her children were all subjected to various experiments with soul magic and necromancy. She was ressurected after a series of modifications were done to her body. What has come of her children is unknown to her. She woke up to no memories of her previous life and became one of the Henchman and main performers under Narrin Joker.

Changed name to Magik Heart Queen of Hearts of Cirque du Mystère. Her melody was sought to soothe and bring whimsy to any who listen. Her mind clouded she only plays the melodies she feels deep within her heart.

She acts as a pied piper of some sorts puppeteering her own minions. 


Character Sheet on DnD Beyond

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Medium Humanoid (Wizard), Lawful Evil
Armor Class 14 (magic robe; 17 with mage armor)
Hit Points 161 (19d8 + 76) 
Speed 30 ft., fly 30 ft. She isn't actually flying only using trip wire.
Roll Initiative! +2
STR
12 (+1)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws INT +10, WIS +7, CHA +9
Skills Arcana +10History +10Insight +7Performance +9 
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Passive Perception 12
Languages Abyssal, Celestial, Common, Infernal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
SPECIAL EQUIPMENT

Special Equipment. Sasha wears a magic gown that grants her a +2 bonus to AC and a +1 bonus to saving throws (included above).

 

SPELLCASTING

Spellcasting. Sasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

Cantrips (at will): mage handtoll the dead, [spell]chill touch/spell]

1st level (4 slots): cure woundscause fearshieldsilent image

2nd level (3 slots): phantasmal forceray of enfeeblementinvisibilitymirror image

3rd level (3 slots): fearcounterspellmajor imagesummon shadowspawn

4th level (3 slots): summon aberrationphantasmal killer

5th level (2 slots): cloudkillscrying

Actions
MULTIATTACK

Multiattack. Sasha makes three Necrotic Strike attacks or two claw attacks

NECROTIC STRIKE

Necrotic Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 32 (5d10 + 5) necrotic damage.

CLAW

Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.

SING (5/DAY)

Sing (5/day) Sasha releases a debilitating beautiful song. All who can hear it within 120ft must succeed a constitution saving throw of DC20 or be charmed. At the end of each of its turn, the target can make another con save. On a Success, the condition ends and they become immune to the her song for the next 24 hours.

As a bonus action the siren can move the charmed targets 10ft closer to them. 

 

Legendary Actions

 

HORRIFYING VISAGE

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.

WAIL

Wail. Sasha releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 18 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage

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A group of individuals trying to foil the plans of the Divelinson monarchy and locate the doorway of Draconic kin. They have banded together under the leadership of Dria Voxville and Copper. Dria and Copper founded the group together due to the recent development and changes of magical forces that have been felt. Copper had located Dria who was in hiding and promised to help protect her and guide her as long as she helps him bring control back to the magic that is in the realm. 


There have been several cases of outbursts and uncontrollable magic being felt through The Horrors . Only two of them decided to investigate the magic but for different reasons. Copper wanted to put it under control while Joker wanted to play with the magic. 


Dria, after discovering draconic kin has deemed to try and seek out others and put them under her protection. Thus forming the Guild of the Lost. She and Copper have discovered that draconic blood is a factor in these outbursts and have started to try and gather any that they can find.


At the same time they act as a revolutionary force against the King of Divelinson for the trauma that Dria was put under as a child. 


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Half-tritons remind me of half-elves in regard in their place in the world. They are considered outsiders by triton society, and have no true homeland of their own, but it seems that they mostly reside in coastal towns.

– Gilman Fizzlewix

Some tritons during their time in the surface world have participated in some of its many “pleasures” which has resulted in a new race.

Forsaken Guardians

Half-tritons are a folk of outsiders due to their mix heritage. They aren’t welcome in the larger triton colonies due to physiology no longer supporting the ability of deep-sea travel without assistance. Due to this, some tritons see them as no longer suitable to be guardians of the deep due to this weakness. Even as a mostly lawful good society, they are a proud race that would see these individuals no longer guardians of the deep. Leaving them either in triton colonies closer to the surface or exiling them to the surface world.

On the other hand, half-tritons who were raised on the surface world, generally live in coastal towns or by large bodies of water. Most see them as helpful sailing companions who can use their triton heritage to aid in their endeavors, while others see them as an oddity due to the union of two different races.

Semiaquatic Bloodlines

Half-tritons to the average person look human, but upon close inspection, it’s obvious that they are not entirely human and some of their may have hints of triton features. This may include their hands and feet being webbed, sections of their skin looking scale like, or gills around the neck. Some other features that they might heritage that are less subtle may include small fins on their arms and legs, or their skin tone and hair might range anywhere from a blue to green tint.

Half-triton Names

Half-tritons use either the human or triton naming conventions. What usually determines on which naming convention is used is the society that they are raised in. If the half-triton has a human name, they were most likely raised in a coastal town, but if they are raised in a shallow triton colony, they may take on a triton name.

Half-triton Traits

Your half-triton character has some qualities in common with tritons and some that are unique to half-tritons.

Ability Score Increase

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age

Half tritons mature at the same rate humans do and reach adulthood around the age of 20. They tend to live longer than humans, usually up to 150 years.

Alignment

Half-tritons usually share the lawful tendencies of their triton heritage but are it is not uncommon to see them in other alignments.

Size

Half-tritons are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious

You can breathe air and water.

Skill Versatility

You gain proficiency in two skills of your choice.

Languages

You an speak, read and write Common, Primordial, and language of your choice.

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The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger.

The Burden of Lycanthropy

Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of lycanthropy grow wicked, deranged, and even murderous, Lycan blood hunters accept the gifts of the beast while maintaining control through intense training and the power of their blood magic. A member of the Order of the Lycan cannot spread their curse through blood unless they wish to, and one of the most sacred oaths of this order is to never infect another creature without the order’s sanction.

If a member of the Order of the Lycan is ever cured of their lycanthropic curse, it brings terrible shame to their name and the order. Members who have been cleansed against their will readily return to the order to undergo a renewed initiation of the Taming, reintroducing the curse to their bodies and restoring their honor.

Lycanthropy comes in many forms bound to specific beasts, with wolf, bear, tiger, boar, and rat the best-known variations. The particular strain of the lycanthropic curse defines the physical traits that manifest in a Lycan blood hunter’s hybrid transformation, even as the benefits the curse bestows remain relatively uniform.

Heightened Senses

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

Hybrid Transformation Features

While you are transformed, you gain the following benefits and drawbacks:

Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.

Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Stalker's Prowess

At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.

Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Transformation

At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

Brand of the Voracious

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

Hybrid Transformation Mastery

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

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Within the town Greckas of Marktinla there lives a farmer. Alarus, is a notable farmer within the town renowned for supplying food to the Marktinla army. He confronted the crown about how livestock has mysteriously gone missing, suspected a fox or wolf to be at play. A small group of individuals just starting out within a hunting lodge was sent to the location and proceeded the hunt. However, the group failed to return on time. With no word, your group has been sent to investigate and hunt the creature.


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An underwater light crossbow functions like its normal counterpart above water, and can be used underwater. When fired underwater, the crossbow has a range increment of 20 feet. Anyone proficient with a normal light crossbow can use an underwater light crossbow.

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Captain Heartless takes out vessels of the Spider Network ran by Widow.

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