@Quar1on I would say that yes, Apparatus of Kwalish attacks do count as weapon attacks for purposes of "when you attack, X happens" features. And operating the levers would fall under "use an object" action. I will say that, as far as Battle Ready goes, it is RAW and magic weapons that use Strength or Dex can use Int instead.
@groverbloom As far as homebrewing items, just run it by me and give a detailed description or a link to the item in your application so I can review it. I really like what you've come up with.
Legendary magic item: [magicitem]ollamh harp[/magic item] (Normally) You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. (Curse) Any creature with a Reckless attack has advantage on this save and with a successful save becomes hostile and can rage (if it has the class feature) as a reaction.
Why would you want to get rid of this? Seems like the easier solution would be to not try to charm any Barbarians.
Point taken. I made the curse more broadly applicable and deadly if the harp is used. Check out berserking ollamh harp. The curse part:
Curse. This instrument is cursed with an evil Feywild spirit, which creates distress among creatures unfamiliar with magic. Creatures who witness a spell cast while using the harp must make a DC 15 Arcana check or be superstitious of the harp and hostile towards its owner. All charm spells fail against superstitious creatures and confusion changes to attack randomly on a roll of 7-10. Superstitious creatures must make a DC 15 Wis saving throw each time the harp is played or go berserk. While berserk, a creature must use its action each round to attack the harp owner is visible otherwise the nearest creature. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, you attack the harp owner first otherwise one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Name: Tytus Wolan Race: Human Background: Haunted One Class (and subclass, if applicable): Warlock (Fiend Patron - subclass decided upon reaching level 3 but it will be either pact of the chain or tome) Rare magic item or uncommon magic items gifted to you by the temple: Quarterstaff of Warning which i imagine having hallow places that works like windpipes giving faint whistle when warning. periapt of wound closure Legendary magic item, along with a description of the curse it carries: Ring of invisibility Curse: It can not be taken off and it turns its bearer invisible every time he makes eye contact with someone. Technically giving disadvantage on charisma rolls against seeing creatures. (Hard to be convincing when not seen/avoiding eye contact)
Tytus Wolan Was a born in family of farmers in a village, when he grew up he sometimes accompanied older siblings in voyage to Town for trade. He liked to chat with people and sometimes would ask about anything when a person seemed open enough. Everything in Town was different and much more chaotic than the life on the fields. That way he met Gastiel, a local man from Town who visited the trade market regularly. Gastiel and Tytus formed a loose friendship over some time of chatter when Tytus was in town selling whatever they made on the farm which was mostly beetroot. On one of those occasion when Tytus was already an adult man, Gastiel invited him to the tavern to have some drinks and fun with his other friends. He led him to a place without a name or a sing above the doors. But place was filled with very friendly people and some beer to drink so it seemed nice. After few drinks Tytus passed out. When he woke up he was somewhere else, possibly a cellar or a cave. He was stranded on a pedestal and naked. What woke him up was the pain from the strokes of whip on his back. There were many people in dark robes chanting. At some point out of the crowd of cloaked figures Gastiel came forth and declared Tytus as a sacrifice for the devil asking this devil to give them in return power over magic. Soon whole room went dark for a while. Everybody was silent, but the very second someone broke that silence, before you even could hear what was about to be said, it started. Tytus felt immense heat in his body followed with burst of excitement to the point of exhaustion which made him fall unconscious again.
When he woke up he was in another place again. It was a clean bed and soon two people came to greet him. One of them introduced himself as Nolan another one never introduced himself. They said that Gastiel was a target of their investigation for some time and they do not know what made him act so quickly all of a sudden, but are glad at least Tytus came out alive out of that scene. When they arrived in the cellar when they found Tytus everything was burned to ashes and it looked like the Tytus was a source of the fire while the flames did not burn him. Tytus was found with the ring on his finger. They both offered to care for Tytus in time of recuperation. In that time magical powers of Tytus developed leading for a theory in progress that there had occurred a contract with the devil as Gastiel intended. But he probably got played and the Devil chose to get many souls of cultists in exchange for the powers to the one who was an offering, rather than grant powers to many for a mere singular soul. Theory also speculated that ring was used in ceremony and cultists probably didn't knew its powers seeing it as an ceremonial ring. First Nolan thought that ring protected Tytus from the fire, but it quickly got debunked when it showed its true power. After coming back to full health Tytus tried to return to his family farm, but he was changed and could not stay calm in one place in addition to not be able to craft any meaningful relationship. Felt like fears have it easier when he is one place, so he went back to Town and contacted his saviors Nolan and unnamed one to give him some work.
This post has potentially manipulated dice roll results.
Fun concept, especially once you gather a whole party of such characters, but depending on the selected magic items, that seems like a tough challenge to DM! Will the party be just trying to squeak by huge challenges without getting killed? Or will the underpowered characters quickly become famous (infamous?) as they wipe out low-level threats with east?
Not sure whether I have time for this, but it piqued my interest. 🙂
Fun concept, especially once you gather a whole party of such characters, but depending on the selected magic items, that seems like a tough challenge to DM! Will the party be just trying to squeak by huge challenges without getting killed? Or will the underpowered characters quickly become famous (infamous?) as they wipe out low-level threats with east?
Not sure whether I have time for this, but it piqued my interest. 🙂
Ability scores: 111312151411
The brutality of the encounters is largely going to be up to the players... I tend to be very 'go with the flow' when DM'ing, planting plot threads and letting the players do what they will with them. That being said, I'm leaning more towards the former option than the latter. I want the characters to feel like they're way out of their depth dealing with things that they really shouldn't be... PCs will inevitably grow into the roles of legendary heroes (assuming they don't get themselves killed by punching a lich in the face on day one...), but it's going to be a MAJOR struggle to get there.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Legendary magic item: [magicitem]ollamh harp[/magic item] (Normally) You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. (Curse) Any creature with a Reckless attack has advantage on this save and with a successful save becomes hostile and can rage (if it has the class feature) as a reaction.
Why would you want to get rid of this? Seems like the easier solution would be to not try to charm any Barbarians.
Point taken. I made the curse more broadly applicable and deadly if the harp is used. Check out berserking ollamh harp. The curse part:
Curse. This instrument is cursed with an evil Feywild spirit, which creates distress among creatures unfamiliar with magic. Creatures who witness a spell cast while using the harp must make a DC 15 Arcana check or be superstitious of the harp and hostile towards its owner. All charm spells fail against superstitious creatures and confusion changes to attack randomly on a roll of 7-10. Superstitious creatures must make a DC 15 Wis saving throw each time the harp is played or go berserk. While berserk, a creature must use its action each round to attack the harp owner is visible otherwise the nearest creature. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, you attack the harp owner first otherwise one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Hmmm... creative, but maybe it would be better to simplify this a bit... perhaps instead of having the target make an Arcana roll, every time you cast a Charm spell while playing the harp roll a d20, and if you roll a 1 the target(s) becomes hostile instead of being charmed?
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
@groverbloom As far as homebrewing items, just run it by me and give a detailed description or a link to the item in your application so I can review it. I really like what you've come up with.
Thanks. I'll try and build it out in Beyond sometime soon and send you the link. In retrospect, the Banishment at will seems overpowered. Can you suggest a way to fix it? I'm thinking either make it a number of charges per day or limit it to a certain type of target. (maybe only Celestials and Fiends?)
I've only made one magic item homebrew in Beyond before and that had a very specific and limited effect for the story arc, so I'm not really well versed in power levels or balancing for magic items.
@groverbloom As far as homebrewing items, just run it by me and give a detailed description or a link to the item in your application so I can review it. I really like what you've come up with.
Thanks. I'll try and build it out in Beyond sometime soon and send you the link. In retrospect, the Banishment at will seems overpowered. Can you suggest a way to fix it? I'm thinking either make it a number of charges per day or limit it to a certain type of target. (maybe only Celestials and Fiends?)
I've only made one magic item homebrew in Beyond before and that had a very specific and limited effect for the story arc, so I'm not really well versed in power levels or balancing for magic items.
Well... maybe it would work best to have the ring contain a certain number of charges and each spell costs a specific number to use. Say, 20 charges and each of the spells costs a number of charges equal to its level?
Alternatively, perhaps each spell can be used once per day... but this needs to be a truly LEGENDARY magic item... so maybe just add one more epic spell to the roster. The most in-character one for a cursed archdevil's ring would probably be power word kill
I suppose. There is one power/curse that is more implied than stated. The Archdevil can cast enchantment and touch spells on her through the ring. Enchantment could be problematic for her but, depending on who the DM decides the associated Archdevil is and if she's willing to cut a deal, there's a lot of beneficial spells that are potentially available to her.
I suppose. There is one power/curse that is more implied than stated. The Archdevil can cast enchantment and touch spells on her through the ring. Enchantment could be problematic for her but, depending on who the DM decides the associated Archdevil is and if she's willing to cut a deal, there's a lot of beneficial spells that are potentially available to her.
That is very true... hmmm... much thought will be needed on this.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
There's always the easy "yeah, no, we aren't doing that." Well within your rights as a DM and there wouldn't be any hard feelings over it. Really none of it matters anyway until all the applicants are in and you've made a selection, but I do appreciate you humoring me enough to discuss it.
There's always the easy "yeah, no, we aren't doing that." Well within your rights as a DM and there wouldn't be any hard feelings over it. Really none of it matters anyway until all the applicants are in and you've made a selection, but I do appreciate you humoring me enough to discuss it.
True enough... maybe we could re-skin some other legendary magic item? The backstory and the curse you came up with are awesome, the hard part is hammering out the details of a homebrew magic item to accompany it...
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Name: Duwamilly 'Planerunner' of clan Gerinell (other names she uses with gnomes: Xana, Tauranty, Esterwll, Munfrida, Iorla) Race: Rock Gnome Background: Acolyte Class (and subclass, if applicable): Cleric (Life Domain) Rare magic item or uncommon magic items gifted to you by the temple: Wand of Wonder Legendary magic item, along with a description of the curse it carries: Cubic Gate (Curse: When the owner dies, the soul, before reaching its otherworldly destination, remains entrapped inside the cube... and remains imprisoned there, inside an empty cube, with nothing available except a dice, a small replica of the cube in hand... and the owner can only free themselves if they manage to obtain, with consecutive throws of the cube, the exact sequence of faces that the original cube has activated over the course of time from when it was created until the owner's death - the owner therefore doesn't even know the entire sequence... but the cube does and will free the soul, once a sequence of throws manages to reproduce it. Obviously, having an eternity at their disposal, sooner or later the owner will succeed... but can you imagine, can't you, the suffering of a gnomish soul forced to remain inside a boring empty cube, to roll and reroll a boring dice, repeatedly, for interminable times, hoping to obtain the highly unlikely correct sequence sooner or later? The threat of this curse must be eliminated as soon as possible...) Brief backstory (including how you came into possession of your cursed legendary magic item):
"Oh, really, notary Helsim? Has Mr Scrooge left me something!?" the brown-eyed gnome is even more excited than usual, while she can't keep still, constantly shifting her weight from one foot to the other, almost as if she were constantly hopping (and perhaps that's why her long straight hair, dark orange like honey of chestnut, they don't want to stay tidy in the elaborate chignon, but they escape, rebellious, in locks, falling partly on the face, partly on the shoulders).
"The wishes of the deceased head of the family are clearly indicated, Miss Gerinell..." the notary also seems perplexed - old Scrooge never seemed to have had a particular liking for Duwamilly Gerinell, the young gnome tutor so loved, however, by the children of which she was responsible for the instruction "So, please" and the man had opened a small chest "if you wish, the object is yours..."
"Mr. Scrooge was very kind!" Duwamilly had promptly stretched out her small, elegant fingers to take the mysterious-looking cube "Evidently he appreciated me more than it seemed..."
However, it wasn't exactly like that. Ever since, thanks to her education obtained by serving the church of Garl Glittergold (the witty, joyful and benevolent deity dear to every gnome) Duwamilly had begun to earn a living as a tutor, Mr Scrooge had never tolerated her. All that joy of living, all that gnomic enthusiasm... gave Mr Scrooge the impression of an unserious, naive person, unaware of the profound bitterness of life. For this reason, he had wanted to teach her...
The night, the nightmare. Scrooge had appeared to her, closed in that desolately empty cube, throwing and re-throwing the dice, the only object there... "Nothing funny to say, this time? Nothing joyful and wonderful, in my fate? Good... because now that you are the owner of the cube... this fate will be yours too!"
"Grant me but a fraction of thy wit, sire. It is all one could need" Duwamilly had prayed, waking up sweating and scared as a gnome rarely wakes up. Garl Glittergold had always been a reassuring thought and an inspiration of amusement to Duwamilly. In a sense, Duwamilly had always served the main gnomish deity. But never as in that moment had she felt... the need, the indispensability of a cosmic power able to bring a joy capable of fighting desperation and to devise pranks that could thwart malice. Duwamilly had always revered Garl Glittergold. Now she, however, loved him.
"Well, why not?" she had heard an answer, deep in her soul "A malevolent old man thinks he has played a trick on one of my protégés? I say instead that we will be the ones who prank him..."
Since that night, Duwamilly has had the curse of the cube upon her. But since that night, Duwamilly also has Garl Glittergold by her side! So... so what could she be missing? She will get rid of that curse. And as soon as she succeeds, Mr Scrooge's soul will be the first to find out!
I realized I only have access to those through source share in another campaign, so I'm thinking possibly have the ring be a reskinned Robe of the Archmagi. I don't think anyone else has selected that item yet.
I've also kept the idea that she can be enchanted through the ring, but removed the touch spells due to that being potentially beneficial.
I've edited my original post to reflect these changes.
So, in response to a few questions:
@Quar1on I would say that yes, Apparatus of Kwalish attacks do count as weapon attacks for purposes of "when you attack, X happens" features. And operating the levers would fall under "use an object" action. I will say that, as far as Battle Ready goes, it is RAW and magic weapons that use Strength or Dex can use Int instead.
@groverbloom As far as homebrewing items, just run it by me and give a detailed description or a link to the item in your application so I can review it. I really like what you've come up with.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Point taken. I made the curse more broadly applicable and deadly if the harp is used. Check out berserking ollamh harp. The curse part:
Curse. This instrument is cursed with an evil Feywild spirit, which creates distress among creatures unfamiliar with magic. Creatures who witness a spell cast while using the harp must make a DC 15 Arcana check or be superstitious of the harp and hostile towards its owner. All charm spells fail against superstitious creatures and confusion changes to attack randomly on a roll of 7-10. Superstitious creatures must make a DC 15 Wis saving throw each time the harp is played or go berserk.
While berserk, a creature must use its action each round to attack the harp owner is visible otherwise the nearest creature. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, you attack the harp owner first otherwise one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Fargen Hill Dwarf Cleric/Barbarian - Hoard of the Dragon Queen, Jodie Olwen Half-Elf Bard- Chronicles of the Accursed
Ability scores: 8 8 12 13 16 12
Name: Tytus Wolan
Race: Human
Background: Haunted One
Class (and subclass, if applicable): Warlock (Fiend Patron - subclass decided upon reaching level 3 but it will be either pact of the chain or tome)
Rare magic item or uncommon magic items gifted to you by the temple:
Quarterstaff of Warning which i imagine having hallow places that works like windpipes giving faint whistle when warning.
periapt of wound closure
Legendary magic item, along with a description of the curse it carries: Ring of invisibility Curse: It can not be taken off and it turns its bearer invisible every time he makes eye contact with someone. Technically giving disadvantage on charisma rolls against seeing creatures. (Hard to be convincing when not seen/avoiding eye contact)
Character sheet
Brief backstory:
Tytus Wolan Was a born in family of farmers in a village, when he grew up he sometimes accompanied older siblings in voyage to Town for trade. He liked to chat with people and sometimes would ask about anything when a person seemed open enough. Everything in Town was different and much more chaotic than the life on the fields. That way he met Gastiel, a local man from Town who visited the trade market regularly. Gastiel and Tytus formed a loose friendship over some time of chatter when Tytus was in town selling whatever they made on the farm which was mostly beetroot. On one of those occasion when Tytus was already an adult man, Gastiel invited him to the tavern to have some drinks and fun with his other friends. He led him to a place without a name or a sing above the doors. But place was filled with very friendly people and some beer to drink so it seemed nice. After few drinks Tytus passed out. When he woke up he was somewhere else, possibly a cellar or a cave. He was stranded on a pedestal and naked. What woke him up was the pain from the strokes of whip on his back. There were many people in dark robes chanting. At some point out of the crowd of cloaked figures Gastiel came forth and declared Tytus as a sacrifice for the devil asking this devil to give them in return power over magic. Soon whole room went dark for a while. Everybody was silent, but the very second someone broke that silence, before you even could hear what was about to be said, it started. Tytus felt immense heat in his body followed with burst of excitement to the point of exhaustion which made him fall unconscious again.
When he woke up he was in another place again. It was a clean bed and soon two people came to greet him. One of them introduced himself as Nolan another one never introduced himself. They said that Gastiel was a target of their investigation for some time and they do not know what made him act so quickly all of a sudden, but are glad at least Tytus came out alive out of that scene. When they arrived in the cellar when they found Tytus everything was burned to ashes and it looked like the Tytus was a source of the fire while the flames did not burn him. Tytus was found with the ring on his finger. They both offered to care for Tytus in time of recuperation. In that time magical powers of Tytus developed leading for a theory in progress that there had occurred a contract with the devil as Gastiel intended. But he probably got played and the Devil chose to get many souls of cultists in exchange for the powers to the one who was an offering, rather than grant powers to many for a mere singular soul. Theory also speculated that ring was used in ceremony and cultists probably didn't knew its powers seeing it as an ceremonial ring. First Nolan thought that ring protected Tytus from the fire, but it quickly got debunked when it showed its true power. After coming back to full health Tytus tried to return to his family farm, but he was changed and could not stay calm in one place in addition to not be able to craft any meaningful relationship. Felt like fears have it easier when he is one place, so he went back to Town and contacted his saviors Nolan and unnamed one to give him some work.
Currently playing: DM - Dragon of Icespire Peak | Tytus Wolan - Warlock (Chronicles of the Accursed) | Biezdar Kamrazzan - Warrior (Icespire Peak)
Edited post #24 to include the backstory and curse. Thanks for the opportunity, @mister! :)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Fun concept, especially once you gather a whole party of such characters, but depending on the selected magic items, that seems like a tough challenge to DM! Will the party be just trying to squeak by huge challenges without getting killed? Or will the underpowered characters quickly become famous (infamous?) as they wipe out low-level threats with east?
Not sure whether I have time for this, but it piqued my interest. 🙂
Ability scores: 15 13 12 17 12 16
The brutality of the encounters is largely going to be up to the players... I tend to be very 'go with the flow' when DM'ing, planting plot threads and letting the players do what they will with them. That being said, I'm leaning more towards the former option than the latter. I want the characters to feel like they're way out of their depth dealing with things that they really shouldn't be... PCs will inevitably grow into the roles of legendary heroes (assuming they don't get themselves killed by punching a lich in the face on day one...), but it's going to be a MAJOR struggle to get there.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Hmmm... creative, but maybe it would be better to simplify this a bit... perhaps instead of having the target make an Arcana roll, every time you cast a Charm spell while playing the harp roll a d20, and if you roll a 1 the target(s) becomes hostile instead of being charmed?
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
forgot this -
Ability scores: 10 13 10 16 9 10
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Holy crap... congrats on actually getting an 18 to start!
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Thanks. I'll try and build it out in Beyond sometime soon and send you the link. In retrospect, the Banishment at will seems overpowered. Can you suggest a way to fix it? I'm thinking either make it a number of charges per day or limit it to a certain type of target. (maybe only Celestials and Fiends?)
I've only made one magic item homebrew in Beyond before and that had a very specific and limited effect for the story arc, so I'm not really well versed in power levels or balancing for magic items.
Balanced out by a 5😂 I love this spread! Can't wait to see how it gets used!
Definitely a fun spread :D But I think I've got a plan for it already~
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Well... maybe it would work best to have the ring contain a certain number of charges and each spell costs a specific number to use. Say, 20 charges and each of the spells costs a number of charges equal to its level?
Alternatively, perhaps each spell can be used once per day... but this needs to be a truly LEGENDARY magic item... so maybe just add one more epic spell to the roster. The most in-character one for a cursed archdevil's ring would probably be power word kill
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Well, at least I'll try to roll the stats...
Ability scores: 10 15 10 11 14 6
I suppose. There is one power/curse that is more implied than stated. The Archdevil can cast enchantment and touch spells on her through the ring. Enchantment could be problematic for her but, depending on who the DM decides the associated Archdevil is and if she's willing to cut a deal, there's a lot of beneficial spells that are potentially available to her.
That is very true... hmmm... much thought will be needed on this.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
There's always the easy "yeah, no, we aren't doing that." Well within your rights as a DM and there wouldn't be any hard feelings over it. Really none of it matters anyway until all the applicants are in and you've made a selection, but I do appreciate you humoring me enough to discuss it.
True enough... maybe we could re-skin some other legendary magic item? The backstory and the curse you came up with are awesome, the hard part is hammering out the details of a homebrew magic item to accompany it...
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Name: Duwamilly 'Planerunner' of clan Gerinell (other names she uses with gnomes: Xana, Tauranty, Esterwll, Munfrida, Iorla)
Race: Rock Gnome
Background: Acolyte
Class (and subclass, if applicable): Cleric (Life Domain)
Rare magic item or uncommon magic items gifted to you by the temple: Wand of Wonder
Legendary magic item, along with a description of the curse it carries: Cubic Gate (Curse: When the owner dies, the soul, before reaching its otherworldly destination, remains entrapped inside the cube... and remains imprisoned there, inside an empty cube, with nothing available except a dice, a small replica of the cube in hand... and the owner can only free themselves if they manage to obtain, with consecutive throws of the cube, the exact sequence of faces that the original cube has activated over the course of time from when it was created until the owner's death - the owner therefore doesn't even know the entire sequence... but the cube does and will free the soul, once a sequence of throws manages to reproduce it. Obviously, having an eternity at their disposal, sooner or later the owner will succeed... but can you imagine, can't you, the suffering of a gnomish soul forced to remain inside a boring empty cube, to roll and reroll a boring dice, repeatedly, for interminable times, hoping to obtain the highly unlikely correct sequence sooner or later? The threat of this curse must be eliminated as soon as possible...)
Brief backstory (including how you came into possession of your cursed legendary magic item):
"Oh, really, notary Helsim? Has Mr Scrooge left me something!?" the brown-eyed gnome is even more excited than usual, while she can't keep still, constantly shifting her weight from one foot to the other, almost as if she were constantly hopping (and perhaps that's why her long straight hair, dark orange like honey of chestnut, they don't want to stay tidy in the elaborate chignon, but they escape, rebellious, in locks, falling partly on the face, partly on the shoulders).
"The wishes of the deceased head of the family are clearly indicated, Miss Gerinell..." the notary also seems perplexed - old Scrooge never seemed to have had a particular liking for Duwamilly Gerinell, the young gnome tutor so loved, however, by the children of which she was responsible for the instruction "So, please" and the man had opened a small chest "if you wish, the object is yours..."
"Mr. Scrooge was very kind!" Duwamilly had promptly stretched out her small, elegant fingers to take the mysterious-looking cube "Evidently he appreciated me more than it seemed..."
However, it wasn't exactly like that. Ever since, thanks to her education obtained by serving the church of Garl Glittergold (the witty, joyful and benevolent deity dear to every gnome) Duwamilly had begun to earn a living as a tutor, Mr Scrooge had never tolerated her. All that joy of living, all that gnomic enthusiasm... gave Mr Scrooge the impression of an unserious, naive person, unaware of the profound bitterness of life. For this reason, he had wanted to teach her...
The night, the nightmare. Scrooge had appeared to her, closed in that desolately empty cube, throwing and re-throwing the dice, the only object there... "Nothing funny to say, this time? Nothing joyful and wonderful, in my fate? Good... because now that you are the owner of the cube... this fate will be yours too!"
"Grant me but a fraction of thy wit, sire. It is all one could need" Duwamilly had prayed, waking up sweating and scared as a gnome rarely wakes up. Garl Glittergold had always been a reassuring thought and an inspiration of amusement to Duwamilly. In a sense, Duwamilly had always served the main gnomish deity. But never as in that moment had she felt... the need, the indispensability of a cosmic power able to bring a joy capable of fighting desperation and to devise pranks that could thwart malice. Duwamilly had always revered Garl Glittergold. Now she, however, loved him.
"Well, why not?" she had heard an answer, deep in her soul "A malevolent old man thinks he has played a trick on one of my protégés? I say instead that we will be the ones who prank him..."
Since that night, Duwamilly has had the curse of the cube upon her. But since that night, Duwamilly also has Garl Glittergold by her side! So... so what could she be missing? She will get rid of that curse. And as soon as she succeeds, Mr Scrooge's soul will be the first to find out!
Maybe a Shield of the Hidden Lord reskinned as a signet ring with her "father" acting through it instead of trapped in it, or maybe a Blood Fury Tattoo?I realized I only have access to those through source share in another campaign, so I'm thinking possibly have the ring be a reskinned Robe of the Archmagi. I don't think anyone else has selected that item yet.
I've also kept the idea that she can be enchanted through the ring, but removed the touch spells due to that being potentially beneficial.
I've edited my original post to reflect these changes.