Disclaimer: What follows is a rough build of a character I want to play at some point but likely won't as I DM more often than not, so if you like what you see, feel free to play it and tweak it. A few things to bear in mind: 1) I don't tend to build up my characters in a min/max sense so you won't see many ability scores maxed out. 2) I use the standard array to generate ability scores, this is mostly just for ease of reference when mulling over a build. 3) There may be some homebrew material mentioned so if you play adventurers league then this may not be a legal build. 4) I've a back catalogue of these so I'll post them as and when i cobble my notes into something that makes sense. 5) I won't be referencing many optional things from Tasha's Cauldron of Whatnot. 6) As always, feel free to post any questions, comments, feedback or general berating of my errors in rules or how abilities work.
Right, now that's out the way, lets move on to...…
Name: Raven the Redeemer
Basic Info:
Race: Firbolg but Reborn could work as well.
Ability Scores: Str 9, Dex 13, Con 14, Int 10, Wis 17, Cha 12
Background: Hermit or Haunted One.
Class: Druid (Circle of the Moon).
Feats: No idea I haven't thought that far ahead.
Bio:
Raven used to tend forests and woodland glades until one day he came across an old, and long forgotten graveyard. Nature had reclaimed the site and it was over grown but despite the habit no creatures of any type could be found to call it home. After tending to the site for some time Raven discoverd that the veil between the Material Plane and the Shadowfell was unusually thin in the area and started to suffer form nightmares where the souls of various creatures were trapped in the Shadowfell and pleading to be allowed to return home. As Raven pondered these dreams he realised that the creatures in his dreams were all of the non-humanoid variety (types in game would be categorised as Beasts, Celestials, Fey, Fiends and Monstrosities) and they were all asking for help. Raven took it upon himself to learn how to summon the spirits of those creatures and bring them back to the material plane so they might be able to pass onto whatever afterlife or plane of exisitance they called home.
Building and reasoning:
The idea here is that it is possible for the 'souls' of all creatures to be trapped in the Shadowfell and not able to pass onto the afterlife or back to their Plane of origin and Raven believes that any spell that summons or conjures a creature is pulling the spirit/soul/essence of a creature out of the Shadowfell and back to the Material Plane and that once the spell ends (or the creature dies) it is free to move onto a proper or correct afterlife or it is free to go back to its home plane to reform, so Beasts and Monstrosities might ascend to the Clestial Planes or Descend to the Nine Hells or Abyss, Fire Elementals return to the Plane of Fire etc. The same is also true for uses of Wildshape, Raven believes that he is allowing the 'soul' of a creature to merge with him for a time before passing on to their correct afterlife or plane of exsistance.
To flavour this aspect any creature summoned or form taken with a Wildshape appears slightly more 'undead' in nature where the Shadowfell has affected them in some negative, draining way. This would be most notable with the ability to wildshape into Elemental forms and the reason I chose the Circle of the Moon for this idea. Earth Elemental shapes look like they are mounds of loose soil and earth covered in stone plates that are tombstones, Air Elementals appear as swirling spectral faces, Water Elementals appear tp be more brackish, stangnant and more ooze like in appearance with flies that buzz around them and Fire Elementals appear composed of smoke that flares with sputtering flames as it moves as if the fire is on the verge of going out.
Otherwise I havent really thought too far into this idea, I like the idea as character that wants to redeem the souls of creatures that most adventurers probably wouldn't think too much about, where as some adventurers may think about the notable heroes from history, this character thinks more about the creatures that were around that hero; their faithful steed, loyal pet or trusted familiar.
Disclaimer: What follows is a rough build of a character I want to play at some point but likely won't as I DM more often than not, so if you like what you see, feel free to play it and tweak it. A few things to bear in mind: 1) I don't tend to build up my characters in a min/max sense so you won't see many ability scores maxed out. 2) I use the standard array to generate ability scores, this is mostly just for ease of reference when mulling over a build. 3) There may be some homebrew material mentioned so if you play adventurers league then this may not be a legal build. 4) I've a back catalogue of these so I'll post them as and when i cobble my notes into something that makes sense. 5) I won't be referencing many optional things from Tasha's Cauldron of Whatnot. 6) As always, feel free to post any questions, comments, feedback or general berating of my errors in rules or how abilities work.
Right, now that's out the way, lets move on to...…
Name: Raven the Redeemer
Basic Info:
Race: Firbolg but Reborn could work as well.
Ability Scores: Str 9, Dex 13, Con 14, Int 10, Wis 17, Cha 12
Background: Hermit or Haunted One.
Class: Druid (Circle of the Moon).
Feats: No idea I haven't thought that far ahead.
Bio:
Raven used to tend forests and woodland glades until one day he came across an old, and long forgotten graveyard. Nature had reclaimed the site and it was over grown but despite the habit no creatures of any type could be found to call it home. After tending to the site for some time Raven discoverd that the veil between the Material Plane and the Shadowfell was unusually thin in the area and started to suffer form nightmares where the souls of various creatures were trapped in the Shadowfell and pleading to be allowed to return home. As Raven pondered these dreams he realised that the creatures in his dreams were all of the non-humanoid variety (types in game would be categorised as Beasts, Celestials, Fey, Fiends and Monstrosities) and they were all asking for help. Raven took it upon himself to learn how to summon the spirits of those creatures and bring them back to the material plane so they might be able to pass onto whatever afterlife or plane of exisitance they called home.
Building and reasoning:
The idea here is that it is possible for the 'souls' of all creatures to be trapped in the Shadowfell and not able to pass onto the afterlife or back to their Plane of origin and Raven believes that any spell that summons or conjures a creature is pulling the spirit/soul/essence of a creature out of the Shadowfell and back to the Material Plane and that once the spell ends (or the creature dies) it is free to move onto a proper or correct afterlife or it is free to go back to its home plane to reform, so Beasts and Monstrosities might ascend to the Clestial Planes or Descend to the Nine Hells or Abyss, Fire Elementals return to the Plane of Fire etc. The same is also true for uses of Wildshape, Raven believes that he is allowing the 'soul' of a creature to merge with him for a time before passing on to their correct afterlife or plane of exsistance.
To flavour this aspect any creature summoned or form taken with a Wildshape appears slightly more 'undead' in nature where the Shadowfell has affected them in some negative, draining way. This would be most notable with the ability to wildshape into Elemental forms and the reason I chose the Circle of the Moon for this idea. Earth Elemental shapes look like they are mounds of loose soil and earth covered in stone plates that are tombstones, Air Elementals appear as swirling spectral faces, Water Elementals appear tp be more brackish, stangnant and more ooze like in appearance with flies that buzz around them and Fire Elementals appear composed of smoke that flares with sputtering flames as it moves as if the fire is on the verge of going out.
Otherwise I havent really thought too far into this idea, I like the idea as character that wants to redeem the souls of creatures that most adventurers probably wouldn't think too much about, where as some adventurers may think about the notable heroes from history, this character thinks more about the creatures that were around that hero; their faithful steed, loyal pet or trusted familiar.