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Understanding your Deity: The Timelessness of Divinity - Myrkul - Myrkul, the Reaper


Understanding your Organization: Cavalry of Bone** - Doombringers of the Bone Lord

**You are a Night Rider, recently arisen - your connection with Myrkul is steady and ever present, but you can not tell where he is. This is much different from the when he raised you during the Time of Troubles. Your unit has spread out far and wide to find him and gather his scattered Faithful. You do not feel a connection to the Doombringers and do not know where they are.


Understanding your Home: Castle Al'hanar - Toadsquat Mountains - Eltabranar



Understanding your Allies:
Horned HarbringersGrey Ones, Church of the Bone Lord - Conclave of DoomElder DoomDeathbringerWithering LordUndead MasterCrypt CarverRitual ConsecratorBone DancerShroud WearerBone TalkerNight WalkerDaring DeathDaring OneThe Noble "Still Alive-For Now"

Order of the Undying Dragon - Eternal Knight Lords

Way of the Long Death - Bone Fists


Understanding your Enemy: Xavarathimius (Dracolich)(Green Dragons)


Understanding the Crystal Sphere: Great Wheel Model - World Axis Model - Elemental Planes - The Time of Magic


Understanding the Current Events: History of Abeir-Toril - Currency - Calendar of Harptos


Understanding your Starting Area: Toril - Faerun - The Shaar - Eastern Shaar - Beastlands - Sharawood - History of the Shaar


Understanding your Mission: Rise of the ReaperArise Faithful of Myrkul

Understanding your Gear: Scythe of Wounding - Pick [1] Rare Magic Permanent Item, [2] Uncommon Magic Permanent Items, [5] Common Magic Consumable Items, [3] Uncommon Magic Consumable Items. 750gp for mundane

These items, you were interred with specifically as yours. While the crypt underneath Castle Al'hanar was raided of all other magic items, that you would typically equip yourself with before you would leave to deliver Myrkul's will, your crypt was warded against intruders by a lone mortal Ritual Consecrator that continued her duty and devotion to Myrkul despite his death in 1358DR.

She had stayed hidden alone in the darkness of the crypt for the past 140 years of Myrkul's death, guarding the Undying Knights and the few Night Riders that were entombed here. Over that time she had fought off many adventurers, monsters and the Everlasting Wyrm's minions looking to desecrate your coffin for loot. When this area was ripped from the material plane and joined with Abeir during the Wailing Years, she endured and fought off even elementals, but she was slain and her body burnt to ash during the events of the Second Sundering in 1482DR as the area was pulled out of Abeir and placed back into Toril by the Overgod Ao.

When the Reaper walked through the area in his pilgrimage in 1498DR, he raised and blessed her as a Banshee Ghost Deathbringer, charged with the responsibility of continuing her care of his Faithful. After finding a suitable consenting host as a consort of sorts to become the entity known as the Honored "We", she has resumed her duties and has released you and others like you. The Doombringers of the Bone Lord were not safely interred at this crypt, and must be found.

Abilities

Magic Resistance: The Night Rider has advantage on saving throws against spells and other magical effects.


Living Illusion. As a bonus action, the Night Rider can mask their bones and appear to be living. This magical illusion lasts until they end it as a bonus action. The effect also ends if they drop to 30 hit points or fewer, or if dispel magic is cast on them.


Gaunt's Bond. If the Night Rider isn’t mounted, they can use a bonus action to magically teleport onto its Gaunt mount, provided the Night Rider and the Gaunt are on the same plane of existence. When they teleport, the Night Rider appears astride the Gaunt along with any equipment it is wearing or carrying. While mounted and not incapacitated, the Night Rider can’t be surprised, and both they and their mount gain advantage on Dexterity saving throws.


Undead Nature. A Night Rider doesn’t require air, food, drink, or sleep. Mindless Undead creatures don’t regard the Night Rider as hostile unless they harm them.

Lvl 20

Whispering Wraith. (1/Day) The Night Rider releases a mournful wail, provided that they aren't in sunlight and Fog Cloud (2 Rounds) surrounds them and they gain the ability to see souls (Blindsense 20ft). This wail has no effect on constructs and undead. All other creatures within 20 feet of them that can hear them must make a DC (8+ INT/WIS + PB) Constitution saving throw. On a failure, a creature drops to 0 hit points.

(2 Rounds) The Reaping. The Night Rider now appears wraithlike and surrounded by the constant whispers of the dead. It gains resistance to all damage but force, radiant, and psychic, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were difficult terrain, but it takes (1d10) force damage if it ends its turn inside a creature or an object.

(2 Rounds) Soul Hunger. When the Night Rider deals necrotic damage to any creature, the Night Rider gains a number of temporary hit points equal to half that necrotic damage. The Night Rider’s speed also increases by 10 feet.

Allowed Classes

Fighter:

-Arcane Archer

-Psi Warrior

-Purple Dragon Knight (Original Risen)

-Rune Knight


Rangers:

-Beast Master

-Drakewarden

-Fey (Reskin: Undead) Wanderer

-Gloom Stalker

-Horizon Walker

-Hunter

-Horde Breaker

-Monster Slayer

-Swarm Keeper


Rogues:

-Arcane Trickster

-Assasin

-Inquisitive

-Phantom

-Mastermind

-Scout

-Soulknife

-Swashbuckler

-Thief


Monks: (Way of)

-Mercy (Reskin: Negative Energy)

-Shadow

-the Astral Self

-the Drunk Master (Reskin: Shambling Dead)

-the Four Elements

-the Kensei

-the Long Death

--[Bone Fist Monks - Hidden Sect of the Church of Myrkul - Enemies: Way of the Sun Soul]

-the Open Hand

-the Ascendant Dragon

--(EbonDeath Sect, Cult of the Dragon cell: Bone Wing Heresy)

Notes