Hello DM's! First time DM here currently on our 7th month of the campaign!
As the title suggests I am in need of some help! The Blood Domain Cleric of the party is going through a rough time in game narratively. His character is having self doubt issues and not believing in himself. The player himself is fine and having a good time.
The player and I have spoken about what his character would do and he plans on "venting" to his deity asking for more power so he can "feel useful" within the group. His deity isn't a very pleasant one, it's Umberlee for those that might know her, and I think it might be nice to give him some sort of boon as a sign of her looking after her acolyte. However in my campaign Umberlee is an evil entity and so I think it would make sense that this boon have some affect on him negatively, maybe more narratively than mechanically
I hope that makes sense, if theres any question let me know. I'm struggling to come up with a reasonable response when his character eventually vents and begs to Umberlee
My question would be what do you and/or the player want to have happen?
It is much easier to figure out a mechanic if you know where something is heading. You said that you thought it might be nice to give him some sort of boon, and while I agree with that, I can't help wondering if the player wants or expects anything like that. After all, you said it was Umberlee and also said "This boon would have some effect on him negatively."
Frankly, I can see Umberlee responding to the cleric's woes with something like "So Suck it up!" or even "I'm not giving you enough power to make you feel useful? Let's see how you do if I withdraw your spells and abilities. Have fun, sucker!"
I am not saying that this is the right solution for your player, just that it seems to fit and could really boost RP.
Maybe use the artefact tables in the DMG to give a custom item ie
The item communicates by transmitting emotion to the creature carrying or wielding it.- so it can communicate of the self doubt the character is going through.
Give it sentience and alignment in line with the god, help it compel the character into doing umberlees bidding, maybe it’s a Templar weapon with a history of belonging to Umberlees first cleric. Maybe it contains their spirit
Give it some special properties that fit the god, some good, some bad
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Hungry. This item’s magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
While attuned to the artifact, you gain proficiency in one skill of the DM’s choice.
While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
While attuned to the artifact, you are blinded when you are more than 10 feet away from it.
Before using one of the artifact’s properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
Then just give it sone funky abilities to make it worth it +2 weapon, something tide or blood related, maybe both.
Hello DM's!
First time DM here currently on our 7th month of the campaign!
As the title suggests I am in need of some help!
The Blood Domain Cleric of the party is going through a rough time in game narratively. His character is having self doubt issues and not believing in himself.
The player himself is fine and having a good time.
The player and I have spoken about what his character would do and he plans on "venting" to his deity asking for more power so he can "feel useful" within the group. His deity isn't a very pleasant one, it's Umberlee for those that might know her, and I think it might be nice to give him some sort of boon as a sign of her looking after her acolyte.
However in my campaign Umberlee is an evil entity and so I think it would make sense that this boon have some affect on him negatively, maybe more narratively than mechanically
I hope that makes sense, if theres any question let me know. I'm struggling to come up with a reasonable response when his character eventually vents and begs to Umberlee
My question would be what do you and/or the player want to have happen?
It is much easier to figure out a mechanic if you know where something is heading. You said that you thought it might be nice to give him some sort of boon, and while I agree with that, I can't help wondering if the player wants or expects anything like that. After all, you said it was Umberlee and also said "This boon would have some effect on him negatively."
Frankly, I can see Umberlee responding to the cleric's woes with something like "So Suck it up!" or even "I'm not giving you enough power to make you feel useful? Let's see how you do if I withdraw your spells and abilities. Have fun, sucker!"
I am not saying that this is the right solution for your player, just that it seems to fit and could really boost RP.
Maybe use the artefact tables in the DMG to give a custom
item ie
The item communicates by transmitting emotion to the creature carrying or wielding it.- so it can communicate of the self doubt the character is going through.
Give it sentience and alignment in line with the god, help it compel the character into doing umberlees bidding, maybe it’s a Templar weapon with a history of belonging to Umberlees first cleric. Maybe it contains their spirit
Give it some special properties that fit the god, some good, some bad
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Hungry. This item’s magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
While attuned to the artifact, you gain proficiency in one skill of the DM’s choice.
While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
While attuned to the artifact, you are blinded when you are more than 10 feet away from it.
Before using one of the artifact’s properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
Then just give it sone funky abilities to make it worth it +2 weapon, something tide or blood related, maybe both.
Is a Blood Domain Cleric a Blood of Vol Cleric?