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Tera is the second in command of the Black Knife Gang.

Manipulative and cruel Tera has connived and seduced her way to the top.

Her charms and guile are but a few tools in her kit bag. A deft hand with a blade and highly skilled at stealth and disguise Tera is a con man and racketeer.

Chosen by Kayne as his second and heir, he treats her like a daughter.


D&D 5e

Tera Reign

Rogue

Medium, Variant Human, Neutral Evil

Armour Class: 19 (+2 Studded Leather, Ring of Protection)

Hit Points:  53 (10d8)

Speed: 30 ft.

Initiative: +4

STR 21 (+5), DEX 19 (+4), CON 10 (+0), INT 12 (+1), WIS 14 (+2), CHR 18 (+4)

Saving Throws:  STR +6, DEX +9, CON +1, INT +6, WIS +3, CHR +5 (+1 from Ring of Protection)

Skills: Acrobatics +8, Deception +5, Investigation +5, Perception +10, Performance +12, SoH +8, Stealth +12

Senses: Passive Perception 25, Passive Investigation 20, Passive Insight 12

Languages: Weyland, Neustrian Common, Thieves Cant.

CR: 10

Attack: 1

Rapier +2, Melee Weapon Attack: +11 to hit, reach 5 ft, one target, Hit 1d8+7 piercing damage. and on the first successful hit the target must make a DC 15 CON save or take 7D6 poison damage on a failed save, or half as much from a successful one.

Dagger of Venom, Melee Weapon Attack: +10 to hit, reach 5 ft, range 20/60 ft, one target, DC 15 CON save or take 2d10 poison damage and become poisoned for 1 minute.