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Arishia The Flower Child, is the current Headmaster of Frecia Academy. She also holds a seat within the Grim Coven, a group of witches. She is defined as a witch of the earth specializing in green magic, otherwise known as druidic type of magics. As a former student of the Frecia Academy she was housed into the Crest of the Moon and thus has a soft spot for the Crest.
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Multiattack. The warforged makes two armblade attacks.
Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.
Harengon Traits
- Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
- Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
- Creature Type. You are a Humanoid.
- Life Span. Harengons have a life span of about a century.
- Size. You are Medium or Small. You choose the size when you select this race.
- Speed. Your walking speed is 30 feet.
- Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
- Leporine Senses. You have proficiency in the Perception skill.
- Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
- Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You’ve learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Striking a deal with Copper you are now bound in a pact with him.
He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Applicable Armor:
Name | Type | AC | Strength | Stealth |
Padded | Light | 11 + Dex modifier | -- | Disadvantage |
Leather | Light | 11 + Dex modifier | -- | -- |
Studded Leather | Light | 12 + Dex modifier | -- | -- |
Hide | Medium | 12 + Dex modifier (max 2) | -- | -- |
Chain Shirt | Medium | 13 + Dex modifier (max 2) | -- | -- |
Scale Mail | Medium | 14 + Dex modifier (max 2) | -- | Disadvantage |
Breastplate | Medium | 14 + Dex modifier (max 2) | -- | -- |
Half Plate | Medium | 15 + Dex modifier (max 2) | -- | Disadvantage |
Ring Mail | Heavy | 14 | -- | Disadvantage |
Chain Mail | Heavy | 16 | Strength 13 | Disadvantage |
Splint | Heavy | 17 | Strength 15 | Disadvantage |
Plate | Heavy | 18 | Strength 15 | Disadvantage |
A large rock quarry stood within the regions of Chiropetra. Long ago, two opposing sides fought over the rights of the area. These were two nobleman who have since perished within the battle. No side won as the battle was brought to a draw with the deaths of their leaders.
Glasya, Hell’s criminal mastermind, grants her tieflings magic that is useful for committing heists.
Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Malbolge
You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Outer Essence Shards table to determine the shard’s essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Outer Essence Shards
d4 | Property |
---|---|
1 | Lawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned. |
2 | Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn. |
3 | Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points. |
4 | Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage. |
Stepping into the portal was like settling into a warm bath, though the chill didn’t fade from the air. At first everything muted — the roar of the river around the rocks below, the chirping of frogs and crickets on shore, the evening bustle of the town behind him. ...A moment later, the world erupted into vibrant life. Frogs and night birds sang a chorus; the air was awash with autumn scents; the moonlight painted the flowers in iridescent blue, silver, and violet; and the rushing of the river became a complex symphony.
— James Wyatt, Oath of Vigilance
The Feywild, also called the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat fireflies buzzing through groves and fields. The sky is alight with the faded colors of an ever-setting sun, which never truly sets (or rises for that matter); it remains stationary, dusky and low in the sky. Away from the settled areas ruled by the seelie fey that compose the Summer Court, the land is a tangle of sharp-toothed brambles and syrupy fens — perfect territory for the unseelie fey to hunt their prey.
The Feywild exists in parallel to the Material Plane, an alternate dimension that occupies the same cosmological space. The landscape of the Feywild mirrors the natural world but turns its features into spectacular forms. Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild. A wide and muddy river on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on the Material Plane might put a traveler at the door of an archfey’s castle.
The Feywild is inhabited by sylvan creatures, such as elves, dryads, satyrs, pixies, and sprites, as well as centaurs and magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants.
SEELIE AND UNSEELIE FEY
Two queens hold court in the Feywild, and most fey owe allegiance to one or the other. Queen Titania and her Summer Court lead the seelie fey, and the Queen of Air and Darkness, ruler of the Gloaming Court, leads the unseelie fey.
Seelie and unseelie do not directly correlate with good and evil, though many mortals make that equation. Many seelie fey are good, and many unseelie are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of either court, and fey of independent spirit reject the courts entirely. The courts have warred at times, but they also compete in more-or-less friendly contests and even ally with one another in small and secret ways.
Fey Crossings
Fey crossings are places of mystery and beauty on the Material Plane that have a near-perfect mirror in the Feywild, creating a portal where the two planes touch. A traveler passes through a fey crossing by entering a clearing, wading into a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. To the traveler, it seems like he or she has simply walked into the Feywild with a step. To an observer, the traveler is there one moment and gone the next.
Like other portals between planes, most fey crossings open infrequently. A crossing might open only during a full moon, on the dawn of a particular day, or for someone carrying a certain type of item. A fey crossing can be closed permanently if the land on either side is dramatically altered — for example, if a castle is built over the clearing on the Material Plane.
Optional Rules: Feywild Magic
Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane.
Memory Loss
A creature that leaves the Feywild must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the Feywild. On a successful save, the creature’s memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature’s lost memories.
Time Warp
While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in the multiverse.
Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll on the Feywild Time Warp table. A wish spell can be used to remove the effect on up to ten creatures. Some powerful fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a geas spell and complete a quest after the wish spell is cast.
Feywild Time Warp
d20Result1–2Days become minutes3–6Days become hours7–13No change14–17Days become weeks18–19Days become months20Days become years5 gp/day
An unexplored area due to the barrier that is in place. The barrier is an ancient one that no one has been able to dispel or figure out the ritualistic symbols. Not much is known about the islands.
A large scale battle between magic users. There were those who from The Sylvan Glade who infiltrated Jortha in the hopes of taking down the problem at the source. The battle lasted for a week against the Marktinla Army. However, Marktinla was proven victorious at standing their ground.