Thursday, August 28, 2014

Kala Kal'kanis for 5e

So, here we have Kala Kal'kanis remade for 5e.  I have made her an eldritch knight, the closest thing to a sword mage I could find.  It is pretty close.  I have chosen to make whirling blade spell for 5e.  I had to come up with stats for Skast, a fey panther that follows her around.  The biggest problem I had in converting Kala was her vampiric nature.  In 4e, she had taken vampiric heritage.  I have got her bite and the rest is the all roleplaying.  Here I have her all ready for playing!

Kala Kal’kanis
Drow/vampire female, fighter (eldritch knight) level 8
Background: Noble (position of privilege)
Personality: confused between freedom and loyalty.  She wants to be free, but is consumed by her loyalty to her family and her wanting none of that.
Ideal: family.
Bond: nothing is more important that the other members of my family.
Flaw: I hide a scandalous secret that can ruin my family forever.  Her vampire heritage and her love for Itami.

Str 16, Con 12, Dex 14, Int 18, Wis 10, Cha 12

AC 19 (half-plate, dex, ring of protection)
HP (8d10+8) 60

Proficiencies +3
  • Skills: arcana (+7), athletics (+6), history (+7), intimidation (+4), perception (+3), persuasion (+4)
  • Tools: dragonchess
  • Armor: all armor and shields
  • Weapons: all simple and martial weapons
  • Saving throws: strength (+6), constiution (+4)
Drow Abilities
  • Darkvision 120'
  • Drow magic: dancing lights (cantrip); faerie fire and darkness 1/day.  Use charisma.
  • Drow weapon training: rapiers, short sword, hand crossbow
  • Keen senses 
  • Fey ancestry
  • Sunlight sensitivity
  • Trance
  • Languages: common, elvish, undercommon
Fighter Abilities 
  • Fighting style: great weapon fighting
  • Second wind: 1d10+8
  • Action surge
  • Extra attack
  • Weapon bond
  • War magic
  • Spellcasting.  DC15, spell attack modifier +7.  Spells: 4/2
  • Cantrips: fire bolt, ray of frost
  • First: magic missile, protection from evil and good, shield, witch bolt
  • Second: misty step, whirling blade
Feats: great weapon master

  • +1 greatword, +7 to hit, 2d6+4 (reroll 1s and 2s) damage
  • Bite, +6 to hit, one willing creature, or a creature that is grappled by Kala, incapacitated, or restrained. 1d4+3 damage.
Gear: masterwork half-plate (no disadvantage on stealth), "Vicious"+1 greatsword, House Kal'kanis Insignia Ring.  Other equipment as needed.

  • Received training in Arcana
  • Vicious is a +1 great sword that was made especial for Kala.  On a critical hit, it will do an extra +2d6 of damage, in addition to the normal critical hit bonus.
  • House Kal'kanis Insignia Ring is a +1 ring of protection that will also gives the wearer a +2 intimidation against other drow and spiders.
  • Whirling Blade.  2nd level transmutation.  Casting time: 1 action.  Range: 30'.  Components: V, M (bladed weapon to be thrown, not consumed).  Duration: instantaneous.  You throw you bladed weapon at a target up to 30' away.  Using your spell attack modifier to hit, you will deal damage equal to as if you had wielded it and the weapon returns to your hand.  On a miss, repeat the attack against a second target within 30' of the first. If you miss, repeat the attack against a third target within 30' of the second. If you miss again, repeat the attack against a fourth target within 30' of the third. Your weapon then returns to your hand.

Skast, the fey panther
Medium beast, unaligned

AC 13
Hit Points (5d8+5) 35
Speed 50', climb 40'

Str 14, Dex 16, Con 12, Int 4, Wis 14, Cha 9

Skills: Perception +4, Stealth +7
Senses: passive Perception 14
Languages: -
Challenge 1

Keen Smell. Skast has advantage on Wisdom (Perception) checks that rely on smell.
Pounce.  If Skast moves at least 20' straight forward toward a creature right before hitting it with a claw attack, the target must succeed on a DC12 Strength saving throw of be knocked prone.  If the target is prone, the panther can take a bonus action to make one bite attack against it.
Misty Step.  It can do misty step once per combat.

Bite.  Melee Weapon Attack: +5 to hit, reach 5', one target.  Hit 1d6+2 piercing damage.
Claw.  Melee Weapon Attack: +5 to hit, reach 5', one target.  Hit 1d4+2 slashing damage.