Evening! Here is my submission for your campaign. While I chose a fighter type, I have played all the different classes in my RPG history, so I could change to whatever is needed,
Name: Kewar Lakesider Race: Human (Variant) Background: Mercenary Veteran Class (and subclass, if applicable): Fighter, Cavalier Rare magic item or 2 uncommon magic items : Rare - Ring of Free Action
Stats: Ability scores: 1211159914
Legendary magic item, along with a description of the curse it carries:
Name: Lance of the Fallen Knight Type: Weapon (lance) Rarity: Legendary (requires attunement by a fighter) Description: Forged from meteoric iron and inlaid with silver filigree, the Lance of the Fallen Knight shines with an otherworldly luster. This lance is imbued with the spirit of a once-great cavalier, Sir Aldren, who fell from grace and into darkness. His spirit seeks redemption through service to a new wielder. The lance is unusually light, almost as if urging its wielder forward into the fray.
Properties:
Vigilant Charger: While mounted and using this lance, your speed increases by 10 feet. Additionally, you can use a bonus action to compel the lance to guide your mount, granting it advantage on the next saving throw it makes before the start of your next turn.
Knight’s Resolve: When you hit a creature with this lance, you gain temporary hit points equal to your Charisma modifier (minimum of 1) if you are not already benefiting from this feature. These temporary hit points last until the start of your next turn.
Spectral Guardian: Once per long rest, as an action, you can summon the spectral form of Sir Aldren to fight alongside you for 1 minute. The spectral knight has the same statistics as a Ghost (see the Monster Manual), except it has resistance to nonmagical damage and can only make melee attacks with its ghostly lance. It obeys your commands, and any damage it deals with its lance is radiant damage.
Curse: Knight's Torment:
Once you become attuned to the Lance of the Fallen Knight, the spirit of Sir Aldren begins to influence your thoughts, particularly in situations involving honor and combat. Each time you attempt to flee from combat or act in a manner contrary to the chivalrous ideals of knighthood (as determined by the DM), you must succeed on a DC 15 Wisdom saving throw or be compelled to act bravely (but not recklessly) as befits a knight. Failure means you must engage the enemy or act according to the code of chivalry, potentially putting yourself at risk.
If you are ever dishonored (e.g., lying, cheating, fleeing a duel, etc.), the lance inflicts a -2 penalty to all your attack rolls, saving throws, and ability checks until you perform a significant deed to redeem your honor (as determined by the DM).
Destroying the Lance: The curse and spirit within the Lance of the Fallen Knight can only be set free if the wielder performs an act of ultimate chivalry or sacrifice, such as saving a kingdom or sacrificing one's own life to save another. Other than this, the lance must be willingly broken during a solar eclipse, releasing Sir Aldren’s spirit to find peace in the afterlife. If the first occurs, the lance's third property is lost.
Brief history: Born of a military family, but last of four children, prospects for Kewar to inherit his family's wealth and keep were nil. Choosing to prove himself and win his own fortune and fame on his own, he began role as a guard in local merchant caravans. After a bit of that pedantic service grew old, he tried to be part of adventuring companies and their seeking of fortune in the depths of dungeons, ruins and other dangerous locations. He found that he savoured the thrill of risk and hazards, and at one point was part of a raid to delve into a dark temple. Inside the temple, after the expected undead, molds and other death-dealers, he came upon the remains of Sir Aldren, taking the lance as his share of the loot. While the lance had been supremely magical before Sir Aldren's death, the manner of his passing (running away in abject fear, abandoning his party) bound him to the object, cursing it for anyone thereafter. The binding was performed by the Knight's god as punishment.
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“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Alignment: Lawful-Evil (but moreso greedy than murderous)
Class/Subclass: Artificer/Artillerist [Note: he's essentially a rifleman with a musket; acceptable?]
Background: Pirate
Two Uncommon Magic Items: Eyes of the Eagle and Gloves of Missile Snaring
Legendary Item: A cursed variant of a Red Wizard's Blade that "requests" blood be spilled with it before it's sheathed. You can roll to ignore it twice [Wis save 10+] before it ups the ante and demands a life the third time it's used. If it's not used at all between long rests, it "cuts" its bearer's max health by ⅓ and deals one level of exhaustion. The bearer can cut themselves, but that accrues all the effects of a regular melee attack with the blade, which at this current level is potentially fatal. These effects apply to the bearer even if they try to sell or toss the blade.
How he got the blade: Sometimes, stories of cursed treasure are more than simple superstition. It's a little late to heed that, though.
If recruiting is still open for this I'd love to throw my hat in the ring.
Ability scores: 151510141413
Name: Lykinius Bynn'Dar
Race: High Elf
Background: Noble
Class: Wizard (Bladesinging)
Uncommon Magic Items: Gauntlets of Ogre Power, Arcane Grimoire +1.
Legendary magic Item: Hiraeth Moonblade (A Moonblade once wielded by a great hero of the elves who rejected the advances of an archfey and so he cursed her to have a perfect memory of her loved ones and her home but to never be able to find her way back to them. When her soul merged with the blade on her death so too did the curse and now any creature who attunes to the blade is unable to return to to their home or family until the curse is broken).
Brief Backstory: Lykinius is the bookish third son of the noble house of Bynn'Darr who from an early age was fascinated with learning and magic. His greatest love however was Luneiea, the daughter of the guard captain. The captain was a man who honoured martial skill and respected physical strength so when announced that on Luneiaia's 100th name day (in a mere 10 years time) he would be holding a tournament, first prize for which would be his daughter's hand in marriage, Lykinius scoured his family alcoves in an attempt to identify some way in which he could have a hope of victory. In doing so he learned of an ancient order of wizards called Bladesingers who could seamlessly merge steel and spell such that they were regarded as the greatest warriors of their age. As the third born son of house Bynn'Darr the family moonblade would by rights go to his eldest brother but Lykinius' best friend Calliphrax Skyp'Tau was the heir of an ancient noble house who had in its vaults a second moonblade, which he graciously offered to Lykinius so his friend could become a legendary warrior wielding a legendary blade of the elves. Unbeknownst to Lykinius that second blade was cursed and Calliphrax, who had his own eye on Luneiea, was worried that Lykinius would use the intervening decade to unlock the mysteries of bladesinging and defeat him in the tourney. As soon as he attuned to the blade Lykinius had a desire to wander away from the city and as soon as he had left its outskirts he could no longer see or hear his home, nor could he remember the name of his home city or how to return there. Each day brings Leuneia's 100th name day closer and now Lykinius wanders the land seeking to increase his skills and find some way to break the curse before time runs out.
Race: Warforged (The magical armor he wears is his body)
Class: Fighter, Psi Knight
Background: Soldier
Rare Magic Item: Belt of Dwarvenkind (Integrated into the armor)
Legendary item: Armor of Invulnerability | Curse: Indestructible: While this may not sound like a "curse" initially, it is to Asemin. This will be explained in his backstory later. Anyways, here's the details:
-The wearer of the armor cannot die, and they do not age. If they are dropped to zero hp or are otherwise killed, they fall unconscious until the next dawn where they rise with full hp and gain the benefit of a long rest. If any part of the armor is somehow damaged or destroyed, it simply regenerates on the next dawn.
-In addition, the armor cannot be removed from the wearer by any means. This is due to the fact that when the armor was first created, it required a living soul to be imprisoned permanently within its confines. Therefor, there is no body to remove the armor from in the first place. It's essentially an animated suit of armor.
Backstory: Thousands of years ago, there was a vast and incredibly powerful empire simply named the Coalition, but they weren't always powerful. In fact, the Coalition wasn't even a thing until a warlord by the name of Nalfin the Destroyer discovered something in his conquests that would be known as the Spark. The Spark was a reservoir pure power, a pool of energy left over from the birth of the multiverse. With this newfound power, the raw power of creation itself, one could perform incredible and almost godly acts.
After the discovery of the Spark, Nalfin was able to unite the surrounding cities to create his empire, the Radiant Coalition. With the power of the Spark at his fingertips, none dared defy him as he rampaged across the land to claim surrounding countries and empires. Those that dared oppose him were utterly destroyed by the power of the Spark, though using it in acts of destruction leached away much of its power. Not wanting to run out of its power so quickly, Nalfin began to use it in other ways, namely crafting weapons and items of great magical power.
One of his many creations were the Sentinels, living armor crafted to be immortal and indestructible defenders of the Spark itself. Asemin would be eventually become one of the Sentinels, but one does not simply just become a Sentinel because they want to; they have to earn such an important rank.
Asemin was born to one of Nalfin the Destroyer's most important generals at the height of the warlord's conquest. As such, even from a young age, war was all that Asemin knew. He was trained in the art of war as soon as he was old enough to hold a sword properly. Asemin's father enrolled him in the Nalfin's army the moment Asemin was old enough, and he fought on many of the warlord's conquests. With his skill, he quickly rose through the ranks of the army. When he was about twenty, he was actually appointed to be a battlefield commander under his father's command, a lofty rank indeed. At around this time, he had found a wife, and they had a child together, a baby boy they called Aldrin. His life seemed just about perfect, and it seemed it was only going to get better.
There was one city that refused to bow to Nalfin's conquest, the formidable city of Taften. Tucked away in the mountains, it was a very well fortified city, and previous attempts to conquer it failed. As such, Asemin was felt daunted when Nalfin commanded his father to assault and capture the city. Asemin's army and the others under his father's control headed the call to battle, and they set out to conquer Taften, the last bastion of freedom.
In an incredible battle, Taften was finally broken and conquered, though Asemin's father along with much of the invading force died in the conflict. Asemin was the only battlefield commander to survive in the aftermath of the battle, and as such, he received much praise from Nalfin. In fact, he was so impressed by Asemin's valor that he decided to make him one of the immortal Sentinels as a gift. Asemin was thrilled at such an honorable position, and he eagerly accepted. Accordingly, using the power of the Spark, Nalfin bound Asemin's soul to one of the indestructible constructs in a grand celebration.
Joining the ranks of the Sentinels was a dream come true for Asemin, and he served faithfully. He still got to visit his family and watched his son grow up. His life seemed just about perfect. Unfortunately, perfection is often fleeting.
About 5 years later, rebels managed to capture some of Nalfin's Spark-infused weapons, and they fanned the flames of rebellion throughout the land. In an incredible turn of events, the tides of fate seemed to turn against Nalfin and his empire. City after city was liberated as the common people united against the oppressive warlord, and soon, only the capital of the Coalition stood against the tides of rebels. Having used up so much of the Spark since its discovery, it didn't have enough power to simply destroy the rebels, so Nalfin simply had to depend on the defenses of the city to keep the rebels out.
After a year or so of being under siege, the capital fell. Nalfin and his elite warriors retreated into the inner sanctum of his palace where the Spark was held as what was left of his empire crumbled and collapse around him in the flames of rebellion. Soon, the rebels forced Nalfin and his forces to retreat to the cave systems that housed the Spark deep within the earth, the cave systems that Nalfin built his palace around to protect. There, Asemin and his fellow Sentinels put up a ferocious fight and managed to hold back the rebels for a time. However, through sheer determination fueled by the hope of finally being free from the oppressive grasp of Nalfin, the rebels began to gain the upper hand. Realizing that the Sentinels could not be destroyed by simple means, they had to come up with other solutions to remove them from the fight. Some solutions included having the rebel mages sinking the Sentinels into the earth with magic, entombing them permanently within stone. Some Spark-powered weapons used by the rebels were powerful enough to overcome the Sentinel's magical defenses, and several of them were destroyed. Asemin himself was sucked into a demiplane within an iron flask, though the mage that trapped him was promptly killed in a tunnel collapse
With the Sentinels defeated, Nalfin was finally killed in a terrific fight defending his precious Spark, and his tyrannical was finally ended. Fearing the power of the Spark, the rebels performed a ritual that dissipated the Spark, scattering its power back into the Multiverse. When they did this, everything powered by the Spark with thousands of miles lost its power, becoming inert, harmless, and never again to be used by men who sought unbelievable power. However, because Asemin was trapped in a demiplane, he was unaffected by the dispersal of the Spark. In a single moment, he became the sole survivor of the Spark's loss, though he had no idea at the time.
Trapped in a magical flask buried in a collapsed cave deep within the bowels of the earth, thousands of years passed with Asemin in confinement. Kingdoms and nations rose and fell, and Asemin could do nothing but "rot" in prison. Most unfortunately for him, the Spark-fueled magic of his Sentinel body also bolstered and shielded his mind, so he could not find escape from his confinement through insanity. He had to endure second by second, year by year, agonizing century by agonizing century all by himself within the flask completely cognizant of the passage of time. To cope, he slipped into a sort of coma, and he passed the millennia this way until one day, a fateful earthquake struck the cavern where he was imprisoned. The earthquake shifted the rocks in such a way that they damaged the flask he as imprisoned in, and that damage combined with its magic that had weakened through the passing of thousands of years finally destroyed the flask. For the first time in thousands of years, Asemin finally was free. He found himself in the partially collapsed cavern, though he had no idea how to get out. Unaware of exactly how much time had passed, he determined that he need to escape the caverns and make his way to the surface. It took him about a decade of wandering through the changed and unfamiliar caverns before he finally came across a group of archeologists exploring some "newly discovered ruins of an ancient civilization."
The archeologists were ecstatic to discover a relic such as Asemin, and they eagerly took him to the surface where they could study him more thoroughly. Fatigued by the weight of years of aimless wandering through the caverns, Asemin didn't put up much protest, and when he came to the surface, he was dumbfounded by how much the landscape had changed. Surely he couldn't have been stuck in that cave for that long!
After some tests, he was shipped off to a university for further studying and tests, and Asemin went without protest. His whole world, his way off life was gone, turned to dust by the relentless passage of time. What was he to do now? He had no purpose since the Spark was gone. His family was gone, likely killed thousands of years ago when rebels invaded the capitol. Everyone he knew and loved were gone.
After spending about a year or so at the university, he was released to do as he pleased, though he had no idea what to do. As he struggled to find a purpose, he eventually decided that maybe it was time to simply pass on to the next life. It was time to join his family and be with them again. However, there was only one problem with that goal: he simply couldn't die. The portion of the deific power of the Spark coursing through his metal body preserved him perfectly, and no matter what he did, he couldn't die. He was trapped in a new world, surrounded by new people, and he didn't have any way to escape. Surely there was a way to find the peace of death? There had to be!
Alignment, goals, personality, etc: Asemin's main motivation at the moment is to find a way to die. He's not suicidal or anything like that, and he's not actively trying to kill himself or anything like that. He simply just wants to move on to the next life and be with his family again. As mentioned earlier, his current state of being a Sentinel literally won't let him die, so he's trying to find a way to undo the godlike power of the Spark that preserves his soul and body.
When he had a body of flesh and blood back in the days of Nalfin's conquest, he had loved battle. There was something about conflict and killing that just made him feel so alive! You could say he was just about as bloodthirsty as his father and Nalfin himself. However, having thousands of years to contemplate upon you actions has a way of giving you a fresh perspective on life. His incarceration had mellowed him out drastically, and he loathes the idea of fighting and killing just to fight and kill. He'd much rather find a peaceful solution to problems, though he will defend himself if needs be. He's also thousands of years out of practice with the way of combat, so you could say he's a bit rusty (This explains why he's only level 3 instead of what he was thousands of years ago). His current alignment is close to Neutral Good with some Lawful tendencies.
Despite his wish to pass on, he's intrigued and curious about the new world he finds himself in. He wants to explore, learn more about what happened, and maybe even find some of his descendants if he has any. As a living anachronism, he's a bit out of place in modern society, having seemingly strange quirks and ways of doing this when compared to modern culture. Not having a body of flesh and blood for so long also gave him an interesting view on life. For example, sleeping and eating seem positively weird to him now.
Anyways, I know that was a lot to read, and I probably made several grammatical mistakes, but let me know if you have any questions. Thank for your consideration!
Name: Nickeline Silversparkle Race: Rock Gnome Background: Acolyte Class (and subclass): Light Cleric Uncommon magic items: Amulet of the Devout, +1; Decanter of Endless Water Legendary magic item, along with a description of the curse it carries:Palantir Crystal Ball of Telepathy. Whenever Nickeline uses the scrying, telepathy, or suggestion functions of the crystal ball, a certain malevolent entity may use the same function targeting her. Brief backstory (including how you came into possession of your cursed legendary magic item):
Sister Nickeline is a priestess of Flandal Steelskin. She was born into a family of coppersmiths. She showed little talent for the trade, and was relegated to fanning coals into flame in her family's forges. Although she was not destined to be a smith, she did the next best thing and instead joined a temple of Flandal Steelskin. After several years of devoted study, she managed to channel his divine power. She showed the most aptitude for fire and light spells, so she was again stuck maintaining the flames, this time in the temple's forges. On the bright side, she was rising quickly through the ranks of the clergy, got to meet all manner of talented craftsgnomes, and could spend her free time studying in the temple's library.
After fifty years of service, she was promoted to being a full priestess and was allowed to use the order's greatest treasure, a Crystal Ball of Telepathy created hundreds of years ago by their founder. It could show images from far away, communicate with other creatures, and even influence them. The priests used to use it to keep in touch with other gnomes, locate veins of ore in the earth, and sometimes to steal trade secrets from rival smiths.
When Nickeline was allowed to touch the crystal ball for the first time, she tried to use it say hello to her sister Aurichalcia, but instead, it showed her horrifying visions of her home town in flames, and she heard the voice of a powerful demon calling for her to serve it or else. She barely managed to resist the demon's evil influence. When she recovered, she told the other priests what she saw, and what saw her. After further testing, they discovered that they were unable to oust the demon, and that Nickeline was the only one in the temple still capable of using the crystal ball without immediately succumbing to its influence.
Now, whenever she attempts to scry upon distant lands or sway the thoughts of others, she feels the demon's dark presence doing the same to her. It watches her every move, twisting her intentions and projecting its own malevolent images onto her reality.
Determined to cleanse the crystal ball of its corruption, Nickeline left a on quest to find a way to break the curse. With the guidance of her fellow priests and the blessings of the Master of Metal, she set off in search of a powerful wizard or cleric who could help her.
The curse is that anyone who enters the Apparatus can never leave as long as they are alive.
Heh. Now I'm just imagining the possibility that the previous owner was still in the Apparatus.
"No! No! Don't come in here, you fool!"
And now your artificer is trapped in there with a senile old gnome who has been stuck in the Apparatus for over 200 years and hates it with a passion.
"Don't come in here, I sez. Come in here he does! No one knows why. Perhaps he likes the blasted contraption?"
You have to beg, bully, or bribe the old codger to get him to help pilot the Apparatus. Even worse, he sometimes mentions previous partners in operating the Apparatus over the years.
"Aren't you clever? You remind me of what's-his-name...quite a good pilot. He used to operate levers 6 - 9, see?"
You've asked about what happened to the previous co-pilots, but he never tells. He just says something about how, once you enter, you can never leave...
I have a backup character from another campaign that I can level down... He is a Harengon Monk/Druid... He is presently level 11. As I stated, he was a backup character for another campaign but I can level him down to three.
Name: Hildegard Deepwalker Race: Variant Human Background: Hermit Class (and subclass, if applicable): Paladin, Oath of the Ancients (can change to Cleric if needed as it still fits just fine with the backstory) Rare magic item or uncommon magic items gifted to you by the temple: Amulet of the Devout +1 and Saddle of the Cavalier Legendary magic item, along with a description of the curse it carries: Infernal Tack (see description below backstory for curse) Brief backstory (including how you came into possession of your cursed legendary magic item): Hildegard was an anchorite and protector of a monastery deep in an enchanted forest protected by a celestial unicorn. The monks there are cloistered scholars who study divine magic and ways to use it to bind and exorcise the power of the hells, and in this humble but important role they became targets for a fiendish army. Hildegard and other servants of Good gathered to fend off the terrible attack, but during the battle the guardian unicorn was captured, corrupted with terrible magic, and dragged to the hells. Though the fiends tore off its horn, driving it mad, the monks were able to retrieve the alicorn and sought to save the unicorn with the binding spells they had studied. They managed to create a legendary set of tack that would keep a hold on it even in the hells. The unicorn has become a nightmare now, corrupted and filled with hatred, and, knowing the unicorn's fondness for maidens and especially for their maiden protector in the anchorite, the monks gave the set of spurs to Hildegard, explaining how the binding tack worked, and gave her the holy task of redeeming their celestial guardian at any cost.
The curse, therefore, isn't exactly a curse on the item, but the unicorn itself is cursed, and she must find a way to redeem it, being one who serves Good, she doesn't have this legendary item just to keep a nightmare in thrall to her. And since she's good, her control of the nightmare through the tack is subject to fail, anyway...
The Infernal Tack, for her, could have this restriction taken from the Obsidian Steed: If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades (or the hells).
Okay, so far I've chosen two of the three... choosing the final player is proving EXTREMELY difficult. I'll make that decision within the next day or two, though.
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Okay, so far I've chosen two of the three... choosing the final player is proving EXTREMELY difficult. I'll make that decision within the next day or two, though.
Evening! Here is my submission for your campaign. While I chose a fighter type, I have played all the different classes in my RPG history, so I could change to whatever is needed,
Name: Kewar Lakesider
Race: Human (Variant)
Background: Mercenary Veteran
Class (and subclass, if applicable): Fighter, Cavalier
Rare magic item or 2 uncommon magic items : Rare - Ring of Free Action
Stats: Ability scores: 12 11 15 9 9 14
Legendary magic item, along with a description of the curse it carries:
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Name: Paascal Van Grath
Race: High Elf
Alignment: Lawful-Evil (but moreso greedy than murderous)
Class/Subclass: Artificer/Artillerist [Note: he's essentially a rifleman with a musket; acceptable?]
Background: Pirate
Two Uncommon Magic Items: Eyes of the Eagle and Gloves of Missile Snaring
Legendary Item: A cursed variant of a Red Wizard's Blade that "requests" blood be spilled with it before it's sheathed. You can roll to ignore it twice [Wis save 10+] before it ups the ante and demands a life the third time it's used. If it's not used at all between long rests, it "cuts" its bearer's max health by ⅓ and deals one level of exhaustion. The bearer can cut themselves, but that accrues all the effects of a regular melee attack with the blade, which at this current level is potentially fatal. These effects apply to the bearer even if they try to sell or toss the blade.
How he got the blade: Sometimes, stories of cursed treasure are more than simple superstition. It's a little late to heed that, though.
[Would that work?]
Character Sheet: https://www.dndbeyond.com/characters/122809791
Placeholder; I'll get an application up shortly.
Ability scores: 12 15 12 15 14 11
DM- Azalin's Doom
DM- Surviving the Unsurvivable
If recruiting is still open for this I'd love to throw my hat in the ring.
Ability scores: 15 13 13 12 10 11
Name: Lykinius Bynn'Dar
Race: High Elf
Background: Noble
Class: Wizard (Bladesinging)
Uncommon Magic Items: Gauntlets of Ogre Power, Arcane Grimoire +1.
Legendary magic Item: Hiraeth Moonblade (A Moonblade once wielded by a great hero of the elves who rejected the advances of an archfey and so he cursed her to have a perfect memory of her loved ones and her home but to never be able to find her way back to them. When her soul merged with the blade on her death so too did the curse and now any creature who attunes to the blade is unable to return to to their home or family until the curse is broken).
Brief Backstory: Lykinius is the bookish third son of the noble house of Bynn'Darr who from an early age was fascinated with learning and magic. His greatest love however was Luneiea, the daughter of the guard captain. The captain was a man who honoured martial skill and respected physical strength so when announced that on Luneiaia's 100th name day (in a mere 10 years time) he would be holding a tournament, first prize for which would be his daughter's hand in marriage, Lykinius scoured his family alcoves in an attempt to identify some way in which he could have a hope of victory. In doing so he learned of an ancient order of wizards called Bladesingers who could seamlessly merge steel and spell such that they were regarded as the greatest warriors of their age. As the third born son of house Bynn'Darr the family moonblade would by rights go to his eldest brother but Lykinius' best friend Calliphrax Skyp'Tau was the heir of an ancient noble house who had in its vaults a second moonblade, which he graciously offered to Lykinius so his friend could become a legendary warrior wielding a legendary blade of the elves. Unbeknownst to Lykinius that second blade was cursed and Calliphrax, who had his own eye on Luneiea, was worried that Lykinius would use the intervening decade to unlock the mysteries of bladesinging and defeat him in the tourney. As soon as he attuned to the blade Lykinius had a desire to wander away from the city and as soon as he had left its outskirts he could no longer see or hear his home, nor could he remember the name of his home city or how to return there. Each day brings Leuneia's 100th name day closer and now Lykinius wanders the land seeking to increase his skills and find some way to break the curse before time runs out.
Name: Asemin Durnriden
Race: Warforged (The magical armor he wears is his body)
Class: Fighter, Psi Knight
Background: Soldier
Rare Magic Item: Belt of Dwarvenkind (Integrated into the armor)
Legendary item: Armor of Invulnerability | Curse: Indestructible: While this may not sound like a "curse" initially, it is to Asemin. This will be explained in his backstory later. Anyways, here's the details:
-The wearer of the armor cannot die, and they do not age. If they are dropped to zero hp or are otherwise killed, they fall unconscious until the next dawn where they rise with full hp and gain the benefit of a long rest. If any part of the armor is somehow damaged or destroyed, it simply regenerates on the next dawn.
-In addition, the armor cannot be removed from the wearer by any means. This is due to the fact that when the armor was first created, it required a living soul to be imprisoned permanently within its confines. Therefor, there is no body to remove the armor from in the first place. It's essentially an animated suit of armor.
Backstory: Thousands of years ago, there was a vast and incredibly powerful empire simply named the Coalition, but they weren't always powerful. In fact, the Coalition wasn't even a thing until a warlord by the name of Nalfin the Destroyer discovered something in his conquests that would be known as the Spark. The Spark was a reservoir pure power, a pool of energy left over from the birth of the multiverse. With this newfound power, the raw power of creation itself, one could perform incredible and almost godly acts.
After the discovery of the Spark, Nalfin was able to unite the surrounding cities to create his empire, the Radiant Coalition. With the power of the Spark at his fingertips, none dared defy him as he rampaged across the land to claim surrounding countries and empires. Those that dared oppose him were utterly destroyed by the power of the Spark, though using it in acts of destruction leached away much of its power. Not wanting to run out of its power so quickly, Nalfin began to use it in other ways, namely crafting weapons and items of great magical power.
One of his many creations were the Sentinels, living armor crafted to be immortal and indestructible defenders of the Spark itself. Asemin would be eventually become one of the Sentinels, but one does not simply just become a Sentinel because they want to; they have to earn such an important rank.
Asemin was born to one of Nalfin the Destroyer's most important generals at the height of the warlord's conquest. As such, even from a young age, war was all that Asemin knew. He was trained in the art of war as soon as he was old enough to hold a sword properly. Asemin's father enrolled him in the Nalfin's army the moment Asemin was old enough, and he fought on many of the warlord's conquests. With his skill, he quickly rose through the ranks of the army. When he was about twenty, he was actually appointed to be a battlefield commander under his father's command, a lofty rank indeed. At around this time, he had found a wife, and they had a child together, a baby boy they called Aldrin. His life seemed just about perfect, and it seemed it was only going to get better.
There was one city that refused to bow to Nalfin's conquest, the formidable city of Taften. Tucked away in the mountains, it was a very well fortified city, and previous attempts to conquer it failed. As such, Asemin was felt daunted when Nalfin commanded his father to assault and capture the city. Asemin's army and the others under his father's control headed the call to battle, and they set out to conquer Taften, the last bastion of freedom.
In an incredible battle, Taften was finally broken and conquered, though Asemin's father along with much of the invading force died in the conflict. Asemin was the only battlefield commander to survive in the aftermath of the battle, and as such, he received much praise from Nalfin. In fact, he was so impressed by Asemin's valor that he decided to make him one of the immortal Sentinels as a gift. Asemin was thrilled at such an honorable position, and he eagerly accepted. Accordingly, using the power of the Spark, Nalfin bound Asemin's soul to one of the indestructible constructs in a grand celebration.
Joining the ranks of the Sentinels was a dream come true for Asemin, and he served faithfully. He still got to visit his family and watched his son grow up. His life seemed just about perfect. Unfortunately, perfection is often fleeting.
About 5 years later, rebels managed to capture some of Nalfin's Spark-infused weapons, and they fanned the flames of rebellion throughout the land. In an incredible turn of events, the tides of fate seemed to turn against Nalfin and his empire. City after city was liberated as the common people united against the oppressive warlord, and soon, only the capital of the Coalition stood against the tides of rebels. Having used up so much of the Spark since its discovery, it didn't have enough power to simply destroy the rebels, so Nalfin simply had to depend on the defenses of the city to keep the rebels out.
After a year or so of being under siege, the capital fell. Nalfin and his elite warriors retreated into the inner sanctum of his palace where the Spark was held as what was left of his empire crumbled and collapse around him in the flames of rebellion. Soon, the rebels forced Nalfin and his forces to retreat to the cave systems that housed the Spark deep within the earth, the cave systems that Nalfin built his palace around to protect. There, Asemin and his fellow Sentinels put up a ferocious fight and managed to hold back the rebels for a time. However, through sheer determination fueled by the hope of finally being free from the oppressive grasp of Nalfin, the rebels began to gain the upper hand. Realizing that the Sentinels could not be destroyed by simple means, they had to come up with other solutions to remove them from the fight. Some solutions included having the rebel mages sinking the Sentinels into the earth with magic, entombing them permanently within stone. Some Spark-powered weapons used by the rebels were powerful enough to overcome the Sentinel's magical defenses, and several of them were destroyed. Asemin himself was sucked into a demiplane within an iron flask, though the mage that trapped him was promptly killed in a tunnel collapse
With the Sentinels defeated, Nalfin was finally killed in a terrific fight defending his precious Spark, and his tyrannical was finally ended. Fearing the power of the Spark, the rebels performed a ritual that dissipated the Spark, scattering its power back into the Multiverse. When they did this, everything powered by the Spark with thousands of miles lost its power, becoming inert, harmless, and never again to be used by men who sought unbelievable power. However, because Asemin was trapped in a demiplane, he was unaffected by the dispersal of the Spark. In a single moment, he became the sole survivor of the Spark's loss, though he had no idea at the time.
Trapped in a magical flask buried in a collapsed cave deep within the bowels of the earth, thousands of years passed with Asemin in confinement. Kingdoms and nations rose and fell, and Asemin could do nothing but "rot" in prison. Most unfortunately for him, the Spark-fueled magic of his Sentinel body also bolstered and shielded his mind, so he could not find escape from his confinement through insanity. He had to endure second by second, year by year, agonizing century by agonizing century all by himself within the flask completely cognizant of the passage of time. To cope, he slipped into a sort of coma, and he passed the millennia this way until one day, a fateful earthquake struck the cavern where he was imprisoned. The earthquake shifted the rocks in such a way that they damaged the flask he as imprisoned in, and that damage combined with its magic that had weakened through the passing of thousands of years finally destroyed the flask. For the first time in thousands of years, Asemin finally was free. He found himself in the partially collapsed cavern, though he had no idea how to get out. Unaware of exactly how much time had passed, he determined that he need to escape the caverns and make his way to the surface. It took him about a decade of wandering through the changed and unfamiliar caverns before he finally came across a group of archeologists exploring some "newly discovered ruins of an ancient civilization."
The archeologists were ecstatic to discover a relic such as Asemin, and they eagerly took him to the surface where they could study him more thoroughly. Fatigued by the weight of years of aimless wandering through the caverns, Asemin didn't put up much protest, and when he came to the surface, he was dumbfounded by how much the landscape had changed. Surely he couldn't have been stuck in that cave for that long!
After some tests, he was shipped off to a university for further studying and tests, and Asemin went without protest. His whole world, his way off life was gone, turned to dust by the relentless passage of time. What was he to do now? He had no purpose since the Spark was gone. His family was gone, likely killed thousands of years ago when rebels invaded the capitol. Everyone he knew and loved were gone.
After spending about a year or so at the university, he was released to do as he pleased, though he had no idea what to do. As he struggled to find a purpose, he eventually decided that maybe it was time to simply pass on to the next life. It was time to join his family and be with them again. However, there was only one problem with that goal: he simply couldn't die. The portion of the deific power of the Spark coursing through his metal body preserved him perfectly, and no matter what he did, he couldn't die. He was trapped in a new world, surrounded by new people, and he didn't have any way to escape. Surely there was a way to find the peace of death? There had to be!
Alignment, goals, personality, etc: Asemin's main motivation at the moment is to find a way to die. He's not suicidal or anything like that, and he's not actively trying to kill himself or anything like that. He simply just wants to move on to the next life and be with his family again. As mentioned earlier, his current state of being a Sentinel literally won't let him die, so he's trying to find a way to undo the godlike power of the Spark that preserves his soul and body.
When he had a body of flesh and blood back in the days of Nalfin's conquest, he had loved battle. There was something about conflict and killing that just made him feel so alive! You could say he was just about as bloodthirsty as his father and Nalfin himself. However, having thousands of years to contemplate upon you actions has a way of giving you a fresh perspective on life. His incarceration had mellowed him out drastically, and he loathes the idea of fighting and killing just to fight and kill. He'd much rather find a peaceful solution to problems, though he will defend himself if needs be. He's also thousands of years out of practice with the way of combat, so you could say he's a bit rusty (This explains why he's only level 3 instead of what he was thousands of years ago). His current alignment is close to Neutral Good with some Lawful tendencies.
Despite his wish to pass on, he's intrigued and curious about the new world he finds himself in. He wants to explore, learn more about what happened, and maybe even find some of his descendants if he has any. As a living anachronism, he's a bit out of place in modern society, having seemingly strange quirks and ways of doing this when compared to modern culture. Not having a body of flesh and blood for so long also gave him an interesting view on life. For example, sleeping and eating seem positively weird to him now.
Anyways, I know that was a lot to read, and I probably made several grammatical mistakes, but let me know if you have any questions. Thank for your consideration!
Here's a link if you want to check him out: https://www.dndbeyond.com/sheet-pdfs/dimir_mtg_122785108.pdf
DM- Azalin's Doom
DM- Surviving the Unsurvivable
I don't think this idea would even be playable, so I'm not going to bother rolling stats. I figure I'll throw the rough sketch out there just for fun!
A Gnomish Artificer with an Apparatus of Kwalish. The curse is that anyone who enters the Apparatus can never leave as long as they are alive.
Still working on the backstory. Started with the most unlikely legendary item I could think of and am building the character backwards.
Ability scores: 11 12 14 12 12 10
Name: Nickeline Silversparkle
Race: Rock Gnome
Background: Acolyte
Class (and subclass): Light Cleric
Uncommon magic items: Amulet of the Devout, +1; Decanter of Endless Water
Legendary magic item, along with a description of the curse it carries:
PalantirCrystal Ball of Telepathy. Whenever Nickeline uses the scrying, telepathy, or suggestion functions of the crystal ball, a certain malevolent entity may use the same function targeting her.Brief backstory (including how you came into possession of your cursed legendary magic item):
Sister Nickeline is a priestess of Flandal Steelskin. She was born into a family of coppersmiths. She showed little talent for the trade, and was relegated to fanning coals into flame in her family's forges. Although she was not destined to be a smith, she did the next best thing and instead joined a temple of Flandal Steelskin. After several years of devoted study, she managed to channel his divine power. She showed the most aptitude for fire and light spells, so she was again stuck maintaining the flames, this time in the temple's forges. On the bright side, she was rising quickly through the ranks of the clergy, got to meet all manner of talented craftsgnomes, and could spend her free time studying in the temple's library.
After fifty years of service, she was promoted to being a full priestess and was allowed to use the order's greatest treasure, a Crystal Ball of Telepathy created hundreds of years ago by their founder. It could show images from far away, communicate with other creatures, and even influence them. The priests used to use it to keep in touch with other gnomes, locate veins of ore in the earth, and sometimes to steal trade secrets from rival smiths.
When Nickeline was allowed to touch the crystal ball for the first time, she tried to use it say hello to her sister Aurichalcia, but instead, it showed her horrifying visions of her home town in flames, and she heard the voice of a powerful demon calling for her to serve it or else. She barely managed to resist the demon's evil influence. When she recovered, she told the other priests what she saw, and what saw her. After further testing, they discovered that they were unable to oust the demon, and that Nickeline was the only one in the temple still capable of using the crystal ball without immediately succumbing to its influence.
Now, whenever she attempts to scry upon distant lands or sway the thoughts of others, she feels the demon's dark presence doing the same to her. It watches her every move, twisting her intentions and projecting its own malevolent images onto her reality.
Determined to cleanse the crystal ball of its corruption, Nickeline left a on quest to find a way to break the curse. With the guidance of her fellow priests and the blessings of the Master of Metal, she set off in search of a powerful wizard or cleric who could help her.
Character sheet: https://www.dndbeyond.com/characters/122858130/LD5AXN
Ability scores: 16 13 13 17 9 11
Heh. Now I'm just imagining the possibility that the previous owner was still in the Apparatus.
"No! No! Don't come in here, you fool!"
And now your artificer is trapped in there with a senile old gnome who has been stuck in the Apparatus for over 200 years and hates it with a passion.
"Don't come in here, I sez. Come in here he does! No one knows why. Perhaps he likes the blasted contraption?"
You have to beg, bully, or bribe the old codger to get him to help pilot the Apparatus. Even worse, he sometimes mentions previous partners in operating the Apparatus over the years.
"Aren't you clever? You remind me of what's-his-name...quite a good pilot. He used to operate levers 6 - 9, see?"
You've asked about what happened to the previous co-pilots, but he never tells. He just says something about how, once you enter, you can never leave...
"At least, not while you're still alive."
😜
I was imagining it was found with just a couple of skeletons inside but now I'm deeply in love with this☝️
I have a backup character from another campaign that I can level down... He is a Harengon Monk/Druid... He is presently level 11. As I stated, he was a backup character for another campaign but I can level him down to three.
Go ahead and roll up some stats! I think I'll go ahead and close recruiting tomorrow morning.
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Name: Hildegard Deepwalker
Race: Variant Human
Background: Hermit
Class (and subclass, if applicable): Paladin, Oath of the Ancients (can change to Cleric if needed as it still fits just fine with the backstory)
Rare magic item or uncommon magic items gifted to you by the temple: Amulet of the Devout +1 and Saddle of the Cavalier
Legendary magic item, along with a description of the curse it carries: Infernal Tack (see description below backstory for curse)
Brief backstory (including how you came into possession of your cursed legendary magic item): Hildegard was an anchorite and protector of a monastery deep in an enchanted forest protected by a celestial unicorn. The monks there are cloistered scholars who study divine magic and ways to use it to bind and exorcise the power of the hells, and in this humble but important role they became targets for a fiendish army. Hildegard and other servants of Good gathered to fend off the terrible attack, but during the battle the guardian unicorn was captured, corrupted with terrible magic, and dragged to the hells. Though the fiends tore off its horn, driving it mad, the monks were able to retrieve the alicorn and sought to save the unicorn with the binding spells they had studied. They managed to create a legendary set of tack that would keep a hold on it even in the hells. The unicorn has become a nightmare now, corrupted and filled with hatred, and, knowing the unicorn's fondness for maidens and especially for their maiden protector in the anchorite, the monks gave the set of spurs to Hildegard, explaining how the binding tack worked, and gave her the holy task of redeeming their celestial guardian at any cost.
The curse, therefore, isn't exactly a curse on the item, but the unicorn itself is cursed, and she must find a way to redeem it, being one who serves Good, she doesn't have this legendary item just to keep a nightmare in thrall to her. And since she's good, her control of the nightmare through the tack is subject to fail, anyway...
The Infernal Tack, for her, could have this restriction taken from the Obsidian Steed: If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades (or the hells).
Character Sheet: https://www.dndbeyond.com/characters/122872138
I'm going to go ahead and close recruiting now. Thank you all for your excellent submissions!
I'll take the next couple of days to go over all of the applications and select three to join our team.
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Okay, so far I've chosen two of the three... choosing the final player is proving EXTREMELY difficult. I'll make that decision within the next day or two, though.
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Have you found the last one, yet?
I'm still waiting on a tiebreaker vote from my remaining party members
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Sounds stressful.