High Fantasy
A land of ancient magic, warring kingdoms, and forgotten gods.
Author's Note: I am not an experienced world builder, and this is my first world. It's a standard DnD High Fantasy trope, but I hope you enjoy. Below is a list of possible starting scenarios and their corresponding locations.
1. You were shipwrecked and washed ashore. Location: Any dock/harbor.
2. You're a new student in the Council of Magic. Location: Council of Arcane Magic.
3. You arrive at the Adventurers Guild to register as a Guild Member. Location: Adventurers Guild.
4. You just arrived from a distant land. Location: Any dock/harbor.
5. You're an adventurer ambushed in the Desert. Location: Traveler's Rest.
6. You encounter goblins in the woods - Possible combat start. Location: Goblins Hollow.
7. You stop by a tavern to rest. Location: Any Tavern (Hint: Taverns have obvious words in it's name suggesting it's a tavern)
8. You recently joined the Order of the Gauntlet. Location: Sanctum of Justice.
You might have to nudge Franz in the right direction now and then, so be sure to pay attention to your story.
Played | 12 times |
Cloned | 1 times |
Created | 74 days ago |
Last Updated | 17 days ago |
Visibility | Public |

HP Range270 - 270 (Avg: 270)
AC19
XP18000
Description
The Wraith Knight is a spectral figure, bound to the ruins of an ancient keep, eternally seeking redemption for a forgotten sin. Cloaked in tattered remnants of armor, it wields a ghostly sword that drains the life force of its foes.
Details
Size | Medium |
Type | Undead |
CR | 20 |
XP | 18000 |
Languages | Common, understands Celestial but cannot speak |
Defenses
Armor Class | 19 |
HP Range | 270 - 270 (Avg: 270) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Life Drain
Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (5d10) necrotic damage, and the Wraith Knight regains hit points equal to half the necrotic damage dealt.
Spectral Slash
The Wraith Knight makes a melee attack with its ghostly sword, dealing 15 (2d10 + 4) slashing damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or be frightened until the end of its next turn.