Jabes.plays.RPG says:
mormegil says:
One final question for character creation: can I create a magic item for my character?
EzelsĂșlĂ« (Green Soul) [ +- ] Image
Abilities:
Vibrates and gives a bright green light when it detects the presence of ghosts or spirits nearby. The more powerful the soul/spirit the more bright the light and the more pronounced the vibrations.
Can point to the direction of a spirit by uttering the Elven incantation
tala ni fëa (Show me the spirit) followed by the name of the said spirit or what it is called.
Can store souls inside after it has been ''convinced'' to join the person who invoked it.
Can only be used by Norran or members of his own tribe. To anyone else, it will just be another stone necklace.
Len and I have discussed the above. I'll let him tell you what we've decided.
Hey
Mormegil, the item you've proposed sounds really cool, but we'd like to keep the game mechanically straight-forward at the start. Therefore, we aren't planning on having characters start with magic items.
Like Demagor said, perhaps Norran could start with this sacred necklace, but cannot access it magical properties yet. Maybe he has to unlock these properties as the character goes up in levels - prove their worth, undergo trials, or learn its secrets through study/experience.
The spiritual aspect of the character might also be served by how you level up. It isn't in the Player's Handbook or Basic Rules, but there is a subclass for Barbarians that you can choose at level 3 that lets you channel the spirits of your ancestors. It is called
Path of the Ancestral Guardians:
Quote:
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestorsâ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
If you chose this subclass, at level three you would get the Ancestral Protectors feature:
Quote:
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While youâre raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the targetâs attacks.
Let us know if this fits your character concept! And no rush; we won't hit level 3 for a while.
mormegil says:
Also good to see someone with knowledge of Sir Tolkien's works ^^
I'm sure I'm much less knowledgeable about Middle Earth, but The Hobbit was the first novel I really loved. I read LotR and loved it too, then attempted to read the Silmarillion but never got through it. I haven't read the works that his son published from his notes, but I recently re-read The Hobbit with my kids and had such a great time that I might jump on those now.