Homebrew campaign taking place in hell. The idea is, my players start their adventure in an idyllic town named Lebanon. It is a peaceful place, ideal living accommodations, friendly community, but the entire thing is an illusion. The town is actually in the first level of hell, and their lives are being drained from them until they become lemures to make the 1st level of hell stronger in their fight against the other levels of hell.
Here's the problem. One player wants to be a paladin (they of course don't know about them being in hell). How would you accommodate divine sense and not spoil the entire thing? They're constantly uncomfortable? The food they taste is actually bitter while everyone else's is flavorful? Ideas welcome.
Basically, remove the part where they can sense location, and just the part where they now it's there and the type.
They will constantly register unclear odors of sulfur, hear faint whispers, and nothing would be quite right, if they bring it up to the party, they don't recognize the experiences and NPC's will be quick to completely deny them.
I'm considering having them do a CON saving throw when they try it the first time. If they fail, they black out. But the more times they try it, the easier it will be to succeed on the CON save. Maybe that's a good mechanic for it.
It is fine as is. Reread the feature as this is important. "Until the end of your next turn, you know the Location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover." The other part is about desecration/consecration which may not be applicable unless you really want it to be (Divine Sense cites the spell Hallow for this part).
It's a niche feature that lasts 6-12 seconds (=until the end of next round). It is only providing a clue for unobstructed creatures that would be known as "fiendish." It does not inform the player group is on a layer of hell. Clues are a good thing. What is being spoiled by players gaining a clue for the mystery?
Homebrew campaign taking place in hell. The idea is, my players start their adventure in an idyllic town named Lebanon. It is a peaceful place, ideal living accommodations, friendly community, but the entire thing is an illusion. The town is actually in the first level of hell, and their lives are being drained from them until they become lemures to make the 1st level of hell stronger in their fight against the other levels of hell.
Here's the problem. One player wants to be a paladin (they of course don't know about them being in hell). How would you accommodate divine sense and not spoil the entire thing? They're constantly uncomfortable? The food they taste is actually bitter while everyone else's is flavorful? Ideas welcome.
Basically, remove the part where they can sense location, and just the part where they now it's there and the type.
They will constantly register unclear odors of sulfur, hear faint whispers, and nothing would be quite right, if they bring it up to the party, they don't recognize the experiences and NPC's will be quick to completely deny them.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
I'm considering having them do a CON saving throw when they try it the first time. If they fail, they black out. But the more times they try it, the easier it will be to succeed on the CON save. Maybe that's a good mechanic for it.
It is fine as is. Reread the feature as this is important. "Until the end of your next turn, you know the Location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover." The other part is about desecration/consecration which may not be applicable unless you really want it to be (Divine Sense cites the spell Hallow for this part).
It's a niche feature that lasts 6-12 seconds (=until the end of next round). It is only providing a clue for unobstructed creatures that would be known as "fiendish." It does not inform the player group is on a layer of hell. Clues are a good thing. What is being spoiled by players gaining a clue for the mystery?