So... I created a character for a challenge run. She's a Tiefling Warlock who was cursed by the gods to burn in sunlight. Probably rather quickly. In order to kind of balance it out, I then made a parasol that shields her from sunlight for an hour, then goes inert for a week. I didn't want to make her a full vampire because I thought that'd be too overpowered, and I didn't want the whole blood craze to wrest control from the character (although thinking about it, she made a pact with a Fiend, so that'll probably happen regardless).
And then I rolled her stats. Using dice. She has 5 hit points. And also 5 strength. So...
I know I'll probably never get the chance to play her, but just in case. How would you experienced folk balance the curse and/or the parasol? I was definitely thinking of a constitution save for the curse, but now I'm not sure about the parasol either. Maybe I should have it gain charges based on warlock levels, since it was an early gift from the patron? Or...
EDIT: Would probably help if I posted what I've got so far, so... The curse:
Curse of the Sun God (DC: TBD) - Every round while exposed to direct sunlight, make a Constitution saving throw. On a failed saving throw, you are covered in divine flames where the sun's rays touched you. These divine flames deal 1d4 radiant damage and 1d4 fire damage per turn, and cannot be extinguished until you are no longer in direct sunlight.
And the parasol (without the material description):
When opening this parasol, you may expend its single charge to shroud yourself in shadows, protecting yourself from the sun's rays for an hour, or until the parasol leaves your grasp.
The charge doesn't return until the seventh dawn after use.
(Wisdom DC 10 + Your Level) You find it difficult to set this item down...
Well, I like the idea, it's flavorful, but you're setting yourself up to fail.
CotSG: 2.5 (1d4) divine + 2.5 (1d4) fire = 5 damage on average, you'll die the first time you are exposed to the sun.
You say you have 5 hp, now assuming this is a first level character that would imply that you have a CON 4 (-3). At first level characters get max HP, a 4 CON would mean that you would only gain 1 hp per level by taking the average HP on level up, this assumes not using ASI for CON. This character would not survive a life of adventuring, and probably need to be in a hermetically sealed room. Even Raistlin, sickly as he may have been, had a higher CON score.
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I'd go with a scaling damage table for the curse: first round is 1d4, then 1d6, 1d8, etc. each round the warlock is exposed to the sun. This allows a lot of RP scenarios as well as some survivability in situations where the parasol, darkness, or other work arounds may not be available.
Parasol: Keep the strength at 5, that's fine. The Parasol is heavy, the material being capable of blocking out the sun. When the parasol is opened the warlock is unable to use their hands, thus spells that require a somatic component become impossible. However concentration spells can be maintained. If the parasol is more than 100 feet away, or has been out of the possession of the warlock for more than 24 hours, it vanishes into an extra dimensional pocket. The warlock must then contact their patron and make an offering or bargain for the return of the item. (1 hour ritual)
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Very quick thoughts that came to mind, hope they're helpful.
Oh yes, that is quite helpful. Especially the part about HP. So she would have 9 hp rather than 5. I may have misread something in the character creator and thought I had to roll the first hit die as well as the rest.
As for the curse, how does this sound?
Curse of the Sun God: On each round that you are exposed to direct sunlight, you take Radiant damage according to the following table:
- First Round: 1d4
- Second Round: 1d6
- Third Round: 1d8
- Fourth Round: 1d10
- Fifth and Subsequent Rounds: 1d12
A successful Constitution saving throw reduces this damage by half. (DC: TBD)
And the parasol (which is currently based on the staff)?
When opening this parasol, you may expend a charge to shroud yourself in shadows, protecting yourself from the sun's rays for 1 hour.
This item has a number of charges equal to your warlock level, which return at a rate of one per dawn.
This item has been granted to a Warlock as part of a pact. If the parasol has not been attuned by the warlock for more than 24 hours, it vanishes into a small pocket dimension. The warlock who made the pact must then contact their patron and make an offering or bargain for the return of the item. (1 hour ritual)
Even if I never get to play this character, it's been a wonderful thought experiment.
I'm not entirely sure about the parasol either? Maybe I should just make it an "as long as it is being held" instead? Kinda wanted it to be somewhat limited at first as a... show of mistrust from the patron? With maybe upgraded versions of it later depending on what the warlock does for the patron. I do have plans for how the character could go though...
I've got 4 different ways this character could go, with her initial goal being to "Not burn to a crisp in daylight":
Maybe she finds a way to break from her pact and redeem her soul, perhaps as a cleric or paladin trying to appease the god that cursed her? (Despite screwing herself by making a pact with a fiend)
Maybe she finds a way to break from her pact, and search for an arcane method to circumvent the curse on her own. Maybe a wizard? (Probably not possible given the divine nature of the curse.)
She sticks to her pact and embraces it, eventually gaining the full favor of her patron.
She dies at the first encounter with an adventuring party. I don't know. Maybe a paladin senses an even stronger demonic presence about her (her pact), or the party as a whole assumes she is a vampire (She is not, she just burns in daylight.)?
Not gonna lie, this is gonna be a hard character to play. She'll probably end up as an NPC for a while?
First is that it is a mundane parasol, but of fiendish origin, just using the item takes a toll on her.
Second is that it has a magical property: Darkness, however the area of influence is confined to the parasol's radius. That would present a reason for charges.
I like a story driven item as opposed to a mechanical item when it comes to player development, so I'd lean toward the first option. However for easy book keeping (as DMs are always over burdened) the mechanical approach may be easier.
Hmm, I could have it use spell slots instead of charges if we wanted to take a toll. Maybe have the effect be a concentration spell? She'd still have her cantrips being a warlock, as long as they don't require concentration. And she wouldn't necessarily need to always use it either, especially if she's in a party that runs at night or in sunless places? I imagine summers and permanently sunlit areas would still be annoying though.
I think that's a heavy toll, to use a spell slot, that is a major handicap at early levels. Now making it a concentration effect sounds interesting, as though the voices of the abyss swirl in her mind, making it all but impossible to think clearly.
Having it as the parasol as a fiendish item also adds a 5th possibility to how this could play out:
The paladin figures out the parasol is fiendish, maybe destroys it or attempts to. As an altruistic notion he's saving her from the tainted object, but at what cost?
That would make sense. So, here's what I've got so far (flavor text included this time):
A crude paper parasol made from branches and parchment. It appears as though it's in deep shade, even when exposed to bright light.
While holding this parasol and it is open, you may concentrate to wreathe yourself in shadows, protecting yourself from the harmful effects of the sun's rays, and gaining resistance to radiant damage.
This parasol was granted to a warlock as part of a pact. If the item has not been attuned for more than 24 hours, or is destroyed, it vanishes into a pocket dimension. The warlock must then contact their patron to make an offering or bargain for the item back.
Making it a straight concentration check now means that most distractions could be dangerous, even deadly. But it wouldn't be too hard to start concentrating again.
Could also maybe make a variation that's made from stronger materials that the warlock can earn later?
I keep imagining this character in a city, which would make it easier. But I've cut the backstory back to just after she makes the pact because I couldn't solve the riddle of "how does she get out of the woods where she made her pact". With these adjustments, I'd say she can probably make it to a city where she can meet a party who could help her, or perhaps, meet a party on the way to/from a city.
This has been a rather fun thought experiment, and I thank you for your help.
That looks like a neat item for your 'lock, and the idea of gaining one that is stronger makes sense. Maybe a reward for furthering the relationship (more levels in 'lock) or for fulfilling some/all of the bargain made.
I'm glad the character/idea was able to take on a solid state. Even if you don't make this a character, it would make one heck of an NPC/Villain/Plot device.
Yup, before I considered the character might end up as an NPC for a while anyway. But with that limitation out of the way... I think the rest of this is just getting into flavor? I still think there'll be times where she'll act at night out of habit- and I have absolutely no idea how fiends affect their followers.
But your right, this would grant a few potential villains, especially if the party kills the warlock, since... (continued in spoiler)
I was considering having the warlock be a direct descendant of the fiend she made a pact with, one who troubled the gods more than usual and got himself and his bloodlines cursed with the same curse she bears.
I was considering the possibility of this fiend paying close attention to her purely due to the blood relation. Then again, I don't know how fiends and pacts work in D&D, so the relationship might still be purely business?
I don't know. Either way, that would all depend on how other characters interact with her, and which way she's pushed.
Do some reading on Belial in the D&D wikis and such, though it is Demon vs Fiend, it may give you some inspiration. There is some information there that would work into what you're thinking.
Did some reading via wiki. Seems it'd be a devil of some variety, as those are the ones that make deals. Alternative was a hag until I read what the wiki says they do. The rest of my free time has been spent doing research/planning for an impromptu campaign.
Did a second, third, fourth..? Additional. Did an additional look at the curse and the parasol. Figured the table was a bit unwieldy, so I'm thinking something like (1d4+x) or (xd4) where x is the number of rounds in direct sunlight.
Also realized that wording might be important with the parasol, since the damage isn't technically from a harmful effect of sunlight. But rather a malicious curse. Also the parasol requiring concentration basically prevents me from holding an eldritch blast ready during the day.
Gotta work tomorrow. Maybe I'll figure it out before I get home.
So... I created a character for a challenge run. She's a Tiefling Warlock who was cursed by the gods to burn in sunlight. Probably rather quickly. In order to kind of balance it out, I then made a parasol that shields her from sunlight for an hour, then goes inert for a week. I didn't want to make her a full vampire because I thought that'd be too overpowered, and I didn't want the whole blood craze to wrest control from the character (although thinking about it, she made a pact with a Fiend, so that'll probably happen regardless).
And then I rolled her stats. Using dice. She has 5 hit points. And also 5 strength. So...
I know I'll probably never get the chance to play her, but just in case. How would you experienced folk balance the curse and/or the parasol? I was definitely thinking of a constitution save for the curse, but now I'm not sure about the parasol either. Maybe I should have it gain charges based on warlock levels, since it was an early gift from the patron? Or...
EDIT: Would probably help if I posted what I've got so far, so... The curse:
Curse of the Sun God (DC: TBD) - Every round while exposed to direct sunlight, make a Constitution saving throw. On a failed saving throw, you are covered in divine flames where the sun's rays touched you. These divine flames deal 1d4 radiant damage and 1d4 fire damage per turn, and cannot be extinguished until you are no longer in direct sunlight.
And the parasol (without the material description):
When opening this parasol, you may expend its single charge to shroud yourself in shadows, protecting yourself from the sun's rays for an hour, or until the parasol leaves your grasp.
The charge doesn't return until the seventh dawn after use.
(Wisdom DC 10 + Your Level) You find it difficult to set this item down...
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Well, I like the idea, it's flavorful, but you're setting yourself up to fail.
CotSG: 2.5 (1d4) divine + 2.5 (1d4) fire = 5 damage on average, you'll die the first time you are exposed to the sun.
You say you have 5 hp, now assuming this is a first level character that would imply that you have a CON 4 (-3). At first level characters get max HP, a 4 CON would mean that you would only gain 1 hp per level by taking the average HP on level up, this assumes not using ASI for CON. This character would not survive a life of adventuring, and probably need to be in a hermetically sealed room. Even Raistlin, sickly as he may have been, had a higher CON score.
---
I'd go with a scaling damage table for the curse: first round is 1d4, then 1d6, 1d8, etc. each round the warlock is exposed to the sun. This allows a lot of RP scenarios as well as some survivability in situations where the parasol, darkness, or other work arounds may not be available.
Parasol: Keep the strength at 5, that's fine. The Parasol is heavy, the material being capable of blocking out the sun. When the parasol is opened the warlock is unable to use their hands, thus spells that require a somatic component become impossible. However concentration spells can be maintained. If the parasol is more than 100 feet away, or has been out of the possession of the warlock for more than 24 hours, it vanishes into an extra dimensional pocket. The warlock must then contact their patron and make an offering or bargain for the return of the item. (1 hour ritual)
----
Very quick thoughts that came to mind, hope they're helpful.
Oh yes, that is quite helpful. Especially the part about HP. So she would have 9 hp rather than 5. I may have misread something in the character creator and thought I had to roll the first hit die as well as the rest.
As for the curse, how does this sound?
When opening this parasol, you may expend a charge to shroud yourself in shadows, protecting yourself from the sun's rays for 1 hour.
This item has a number of charges equal to your warlock level, which return at a rate of one per dawn.
This item has been granted to a Warlock as part of a pact. If the parasol has not been attuned by the warlock for more than 24 hours, it vanishes into a small pocket dimension. The warlock who made the pact must then contact their patron and make an offering or bargain for the return of the item. (1 hour ritual)
Even if I never get to play this character, it's been a wonderful thought experiment.
Check out my art and miniatures!
Patreon | DeviantArt
Well, now you're cookin' with eldritch fire...
The curse looks good, I'd go with a fairly casual DC something along the lines of a 13 con.
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I'm not sure about the charges on the parasol and the duration. Why does it only last for an hour? What is using a charge? Why does it need charges?
I'm not entirely sure about the parasol either? Maybe I should just make it an "as long as it is being held" instead? Kinda wanted it to be somewhat limited at first as a... show of mistrust from the patron? With maybe upgraded versions of it later depending on what the warlock does for the patron. I do have plans for how the character could go though...
I've got 4 different ways this character could go, with her initial goal being to "Not burn to a crisp in daylight":
Not gonna lie, this is gonna be a hard character to play. She'll probably end up as an NPC for a while?
Check out my art and miniatures!
Patreon | DeviantArt
Well, here's a couple options to consider:
First is that it is a mundane parasol, but of fiendish origin, just using the item takes a toll on her.
Second is that it has a magical property: Darkness, however the area of influence is confined to the parasol's radius. That would present a reason for charges.
I like a story driven item as opposed to a mechanical item when it comes to player development, so I'd lean toward the first option. However for easy book keeping (as DMs are always over burdened) the mechanical approach may be easier.
Hmm, I could have it use spell slots instead of charges if we wanted to take a toll. Maybe have the effect be a concentration spell? She'd still have her cantrips being a warlock, as long as they don't require concentration. And she wouldn't necessarily need to always use it either, especially if she's in a party that runs at night or in sunless places? I imagine summers and permanently sunlit areas would still be annoying though.
Check out my art and miniatures!
Patreon | DeviantArt
I think that's a heavy toll, to use a spell slot, that is a major handicap at early levels. Now making it a concentration effect sounds interesting, as though the voices of the abyss swirl in her mind, making it all but impossible to think clearly.
Having it as the parasol as a fiendish item also adds a 5th possibility to how this could play out:
The paladin figures out the parasol is fiendish, maybe destroys it or attempts to. As an altruistic notion he's saving her from the tainted object, but at what cost?
That would make sense. So, here's what I've got so far (flavor text included this time):
Making it a straight concentration check now means that most distractions could be dangerous, even deadly. But it wouldn't be too hard to start concentrating again.
Could also maybe make a variation that's made from stronger materials that the warlock can earn later?
I keep imagining this character in a city, which would make it easier. But I've cut the backstory back to just after she makes the pact because I couldn't solve the riddle of "how does she get out of the woods where she made her pact". With these adjustments, I'd say she can probably make it to a city where she can meet a party who could help her, or perhaps, meet a party on the way to/from a city.
This has been a rather fun thought experiment, and I thank you for your help.
Check out my art and miniatures!
Patreon | DeviantArt
That looks like a neat item for your 'lock, and the idea of gaining one that is stronger makes sense. Maybe a reward for furthering the relationship (more levels in 'lock) or for fulfilling some/all of the bargain made.
I'm glad the character/idea was able to take on a solid state. Even if you don't make this a character, it would make one heck of an NPC/Villain/Plot device.
Yup, before I considered the character might end up as an NPC for a while anyway. But with that limitation out of the way... I think the rest of this is just getting into flavor? I still think there'll be times where she'll act at night out of habit- and I have absolutely no idea how fiends affect their followers.
But your right, this would grant a few potential villains, especially if the party kills the warlock, since... (continued in spoiler)
I was considering having the warlock be a direct descendant of the fiend she made a pact with, one who troubled the gods more than usual and got himself and his bloodlines cursed with the same curse she bears.
I was considering the possibility of this fiend paying close attention to her purely due to the blood relation. Then again, I don't know how fiends and pacts work in D&D, so the relationship might still be purely business?
I don't know. Either way, that would all depend on how other characters interact with her, and which way she's pushed.
Check out my art and miniatures!
Patreon | DeviantArt
Do some reading on Belial in the D&D wikis and such, though it is Demon vs Fiend, it may give you some inspiration. There is some information there that would work into what you're thinking.
Did some reading via wiki. Seems it'd be a devil of some variety, as those are the ones that make deals. Alternative was a hag until I read what the wiki says they do. The rest of my free time has been spent doing research/planning for an impromptu campaign.
Did a second, third, fourth..? Additional. Did an additional look at the curse and the parasol. Figured the table was a bit unwieldy, so I'm thinking something like (1d4+x) or (xd4) where x is the number of rounds in direct sunlight.
Also realized that wording might be important with the parasol, since the damage isn't technically from a harmful effect of sunlight. But rather a malicious curse. Also the parasol requiring concentration basically prevents me from holding an eldritch blast ready during the day.
Gotta work tomorrow. Maybe I'll figure it out before I get home.
EDIT: Now we can share the character sheet, so here she is! Svelt - Tiefling Warlock
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