So basically a while ago one of my players dropped out of the campaign and i made the mistake of telling them stuff about the plot and characters that happen in said campaign which meant that he couldnt be a proper player anymore. Instead of being a pc i let him be the god that the warlock draws power from as a sort of diety that knows about everything that will happen, and may step in to alter the situation if he sees it going differently to what should happen.
He is pretty much just a floating mask and cloak which can attach to people to control them, and im looking for different powers to give him so he doesnt feel left out
Currently his powers are that he can latch onto people which gives them a boost in their abilities untill he seperates, and whenever he does so he gets control over their character sheet, but im looking for some other abilities that help him be a proper player more
(I also plan on giving him control over one of the main bosses since its a villain thats using his power)
I think I'd point towards the Sentient Magic Items and Artifacts section of the DMG for this one, that'll grant a host of abilities (both positive and negative) and give a little mechanical help with implementing it all.
As a rough idea:
(enter god name)'s Avatar appears as a floating hooded cloak, whilst in this form it has the abilities and stats of a Ghost and is sentient with its Int, Wis and Cha scores of (insert whatever you deem appropriate). If it successfully possesses a creature or if a creature willingly dons the cloak and attune to it, then its the full powers can be manifested. It's alignment is (whatever you need), if is also an Artifact level magical item and can only be destroyed by (insert something appropriate), however it resists all divination magic (treat as being under a Nondetection spell).
Manifested Abilities:
Telepathy: The Cloak can communicate telepathically with the wearer and also sense the thoughts of those in close proximity as per the Detect Thoughts spell.
Languages: The cloak understands (insert however may languages you need).
Senses: The Cloak grants darkvision 120ft (and can negate Sunlight Sensitivity in the wear if they have it).
Alignment: While a creature is attuned to the cloak or possessed by it, its alignment becomes the same as the cloak.
Characteristics, Conflict and Special Purpose: I can't put anything here as I don't know the motivations of the God and Warlock you mentioned.
Special:
Whenever a creature is possessed by the cloak or attunes to it roll twice on the Minor Beneficial Properties table, once on the Major Beneficial Properties table, twice on the Minor Detrimental Properties table and once on the Major Detrimental Properties table (pgs 219/220 of the DMG). These are a result of the magical powers contained within the cloak and may change each time someone is possessed or becomes attuned to it.
Basic Abilities:
Whilst a creature is possessed by or attuned to the Cloak it gains the benefits of (insert appropriate cloak or robe magic item) In addition to the effects of an Amulet of Proof Against Detection and Location.
This is not what you asked for, but personally I would just allow the player to be a regular character and trust them that they won't take advantage of their extra knowledge.
If someone DM'd Curse of Strahd before and then one day has a chance to be a player in Curse of Strahd, they shouldn't be shunned just because they were previously volunteering to DM!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So basically a while ago one of my players dropped out of the campaign and i made the mistake of telling them stuff about the plot and characters that happen in said campaign which meant that he couldnt be a proper player anymore. Instead of being a pc i let him be the god that the warlock draws power from as a sort of diety that knows about everything that will happen, and may step in to alter the situation if he sees it going differently to what should happen.
He is pretty much just a floating mask and cloak which can attach to people to control them, and im looking for different powers to give him so he doesnt feel left out
Currently his powers are that he can latch onto people which gives them a boost in their abilities untill he seperates, and whenever he does so he gets control over their character sheet, but im looking for some other abilities that help him be a proper player more
(I also plan on giving him control over one of the main bosses since its a villain thats using his power)
I think I'd point towards the Sentient Magic Items and Artifacts section of the DMG for this one, that'll grant a host of abilities (both positive and negative) and give a little mechanical help with implementing it all.
As a rough idea:
(enter god name)'s Avatar appears as a floating hooded cloak, whilst in this form it has the abilities and stats of a Ghost and is sentient with its Int, Wis and Cha scores of (insert whatever you deem appropriate). If it successfully possesses a creature or if a creature willingly dons the cloak and attune to it, then its the full powers can be manifested. It's alignment is (whatever you need), if is also an Artifact level magical item and can only be destroyed by (insert something appropriate), however it resists all divination magic (treat as being under a Nondetection spell).
Manifested Abilities:
Telepathy: The Cloak can communicate telepathically with the wearer and also sense the thoughts of those in close proximity as per the Detect Thoughts spell.
Languages: The cloak understands (insert however may languages you need).
Senses: The Cloak grants darkvision 120ft (and can negate Sunlight Sensitivity in the wear if they have it).
Alignment: While a creature is attuned to the cloak or possessed by it, its alignment becomes the same as the cloak.
Characteristics, Conflict and Special Purpose: I can't put anything here as I don't know the motivations of the God and Warlock you mentioned.
Special:
Whenever a creature is possessed by the cloak or attunes to it roll twice on the Minor Beneficial Properties table, once on the Major Beneficial Properties table, twice on the Minor Detrimental Properties table and once on the Major Detrimental Properties table (pgs 219/220 of the DMG). These are a result of the magical powers contained within the cloak and may change each time someone is possessed or becomes attuned to it.
Basic Abilities:
Whilst a creature is possessed by or attuned to the Cloak it gains the benefits of (insert appropriate cloak or robe magic item) In addition to the effects of an Amulet of Proof Against Detection and Location.
This is not what you asked for, but personally I would just allow the player to be a regular character and trust them that they won't take advantage of their extra knowledge.
If someone DM'd Curse of Strahd before and then one day has a chance to be a player in Curse of Strahd, they shouldn't be shunned just because they were previously volunteering to DM!