Campaign Notes

Tala

Image of a medusa

The Cursed One

You come from a great family or tribe that has been cursed for centuries, owing to the actions of one of your distant ancestors, who angered the Titans. Whatever the nature of your curse, th estigma has haunted you for all your life. Wherever you go, you are shunned by the ignorant and the superstitious. As a result, you have felt like an outsider for all your life. You know that as long as you remain cursed, you will be incapable of living a full life. Moreover, you are not sure that your family or your tribe will survive for another generation unless you find a way to lift the curse.


Heroic Tasks

To end your family's curse.


Divine Blessing

You and your direct family members are immune to curses, diseases, and the poisoned condition.


Medusa Traits

Snake Hair

Melee weapon attack.

Attack bonus: proficiency modifier + Dexterity modifier

Damage: 1d6 piercing damage Target must make a DC 12 Constitution saving throw, or else they are poisoned until the beginning of your next turn.


Petrifying Gaze (5th level)

Use an action to force a creature within 30ft that can see your eyes to make a DC 8 Constitution Saving Throw. On a failure, the creature is paralyzed until the end of its next turn. On your turn, you can use your bonus action to force the same creature to repeat this saving throw with disadvantage. Each time it fails, it is paralyzed again until the end of its next turn. When a creature is paralyzed in this way for the third time in a span of 10 minutes, it is instantly petrified.


Weapons

Pythor's Hammer

Weapon (warhammer), legendary Attacks have a +1 bonus to attack and damage rolls.

Once per day, you may instantly summon the hammer to your hand from any distance, and it teleports directly into your grasp. The hammer's main purpose is to forge magical weapons and arms, and if used in such a fashion, the creation time is halved.