I ended up making a character on dnd beyond to save you the work: https://www.dndbeyond.com/characters/134016199.
This character is a cleric, and I was hoping to angle it towards war priest, picking the death domain. I think this would interact well with the lore and the vibe. I kept the character pretty bare bones because I figured I would fill out the rest here.
Some less mechanical details:
- For years, I've heard stories and rumors surrounding the aristos being vampires. To be sent to investigate these rumors is my dream job.
- I have a fascination with death and the forces that drive it. Vampirism is the ultimate expression of control of these forces (immortality, killing efficiency, brain dead living thralls, etc.)
- I fundamentally desire power and control. I have seen enough chaos in this world to know that control brings peace and order.
- As I kill, I collect the souls of my victims to help myself grow stronger. I store them in a gem inlaid in the pommel of my weapon.
Let me know if the character sheet and description is acceptable. I'm happy to change things or to add more at your discretion.
It looks like you created the character using the new D&D rules. We'll be using the old 5e rules from 2014. Sorry if I didn't make it clear. I know it's a pain, but could you please remake your character? You should be able to scroll down to the Legacy rules during character creation.
There's a lot of shenanigans around the new update, but that's a rant for another time....
I like your character. Assuming she'll be aligning with the bloodsuckers? Or maybe you'll surprise me. :)
One issue: - As I kill, I collect the souls of my victims to help myself grow stronger. I store them in a gem inlaid in the pommel of my weapon.
I'd like more info about this. How did you acquire this powerful gem? What's the specific mechanical benefit?
Soul-collecting is really too powerful for a Level 1 character, but I'm willing to work with you. Hopefully we can come up with something that doesn't make your character absurdly OP or out of line with D&D mechanics and expectations.
I forgot there were new rules out! I'll adjust it tomorrow to make sure everything is using the 2014 rules. I'll also add an image.
I'm actually not sure if she will align with the vampires, try to rule them, become one, or fight them. I figured I'd let it play out to see what made the most sense.
For the magic weapon, I'm not surprised you wanted more details. I think it would make sense if the council have it to me since I'm under their employment and I need tools to do my job. I'm mostly interested in the juicy flavor here, so I didn't actually care about how the mechanics turn out. I kinda thought I'd just build souls until I needed them later and you could homebrew some kind of advantage when I release them all or whatever ends up happening to them.
Since the Council is anti-vampire, I don't think they'd be providing you with a soul-sucking sword. (Alliteration!)
And you'll be Level 1, so they're not going to hand out any powerful items, until you prove yourself. Unless you can finesse it...?
It can be a family heirloom, or something you found during your adventures. Or something else you come up with.
And I think that unlimited soul-collecting is too OP. I can see a Level 10 character doing this, maybe, but not Level 1. Perhaps the gem can only store a small number of souls at once? Say less than 5? Then you can activate its special ability, which empties the gem, and start over collecting souls.
And if you want me to homebrew a specific mechanic, it'll be balanced...something that supplements your other skills/abilities, not something you wait around for so you can hit the insta-win button. Make sense?
I can see unlimited power being an issue. Another potential solution is that each soul is not very valuable and it costs many souls to do anything useful (i.e. 20 for a minot act, 100 for a major act, 500 for world-bending magic). Either works for me. As a cleric, I get to start with a holy symbol as a spellcasting focus, so I thought that gem in my weapon might be a good focus. I was thinking of it as more of a common minor magic item than a major one.
So for the new character sheet, DnD Beyond wouldn't let me build a death domain cleric, so I decided to go forward by hand. I've never built a character by hand before but it was pretty awesome and I learned a lot.
As a cleric, I start with 3 cantrips and 2 Lv I spell slots.
I also get to learn a number of spells equal to my level + my WIS modifier (+4), so I will prepare 5 spells to start (I pick Mending, Thaumaturgy, Sacred Flame, Command, and Inflict Wounds). I am a prepared caster and can change these on a long rest.
My primary casting ability is WIS.
I also get HP = 8 + CON, which increases by 1d8 + CON each level.
I get proficiency with simple weapons, shields, and light and medium armor.
I also get proficiency with WIS and CHA, as well as with 2 skills from the list (I pick Medicine and Religion).
For the death domain (found in the DMG), I get a necromancy cantrip which can target two creatures instead of one (I pick chill touch), as well as spells False Life and Ray of Sickness.
I also get proficiency with martial weapons.
As a variant human, I get +1 to 2 abilities (I pick WIS and CHA), as well as a feat (I pick shield expert) and proficiency in an ability (I pick CON).
I will pick the Sage background, which gives me proficiency in Arcana and History. I also get the Researcher feature, which helps me learn new things (see below).
I will reroll stats since I don't have the raw rolls from before.
For gear, I start with a crossbow + 20 arrows (I will take the martial hard crossbow), a primary weapon, usually warhammer or mace (I will take the martial morningstar), a priest's pack, a shield (AC + 2), a holy symbol (the gem in my weapon?), and a chain shirt, AC = 13 + DEX (max 2).
Morningstar - +4 to hit, 1d8 piercing
Hand Crossbow + 20 arrows - +4 to hit, 1d6 piercing, 30/120 ft.
Chain shirt - AC = 13 + DEX (max 2)
Shield - AC + 2
Priest's pack - a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin
Sage gear- A bottle of black ink, a quill, a small knife, and a belt pouch containing 10 gp
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this inform ation comes from a library, scriptorium , university, or a sage or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an almost in accessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
I'm looking over everything now. I don't have the DMG on Beyond, so I can't create a death cleric, but I think I've found a way to put all this together prettily.
I also get HP = 8 + CON, which increases by 1d8 + CON each level.
Do you want to go with fixed HP gain instead of trusting the roll of the dice? Many prefer this because the know what they're getting, and won't get "screwed" by a bad roll.
And be sure to remember you have False Life and Ray of Sickness! I don't see them on the full character sheet.
Everything else looks good...I think. If I notice something off later, we'll deal with it. Or I'll probably just ignore it.
I got irritated trying to prettify it, so we'll just go with what you posted here. You can post an updated sheet whenever you level up.
Here's what I came up with for your soul-collecting item. It looks like you want it to be your holy symbol. You can come up with an awesome name for it, or I can.
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This item can absorb the souls of those slain by its wielder. Corpses that haven't been slain by the wielder cannot be absorbed. It takes one minute of uninterrupted concentration to absorb a soul. A total of five souls can be held at a time. Once this amount is reached, you can activate one of two abilities (not both) at any time, unless you're otherwise debilitated. Activating an ability uses up all stored souls, and allows the weapon to again absorb souls.
Soulstrike
Effect: The wielder channels the power of the collected souls into a single devastating strike. This adds an extra 2d8 necrotic damage to their next melee weapon attack. If the attack hits, the target is frightened of the wielder until the end of their next turn.
Description: The gem pulses with dark energy as the souls empower the weapon, leaving a chilling aura that strikes terror into the heart of those it hits.
Soulshield
Effect: The souls form a protective barrier around the wielder. The wielder gains a +2 bonus to their Armor Class for 1 minute. While the shield is active, any creature that hits the wielder with a melee attack takes 1d4 necrotic damage.
Description: Spectral figures rise from the gem and surround the wielder, forming a ghostly shield that deflects blows and lashes out with ethereal tendrils against those who strike too close.
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Note that in D&D (usually) not every creature you encounter has a soul. Broadly speaking, only sentient creatures have souls. If there are questionable situations, we'll solve them on a case-by-case basis.
You'll start the adventure with 2 souls collected.
Also note that using this weapon in front of others may create...interesting responses.
I rolled abilities through DnD Beyond using the manual method, so I rolled 4d6 six times and then assigned the sums to stats.
I'm okay with the random health increase, I think it will make it spicier.
And I forgot to add those spells, but they should be in there. I'll try to make this into a character sheet where I can adjust health and mark spell slots and the like.
I love the new mechanics! I will call this the Soul Stone and it will be my focus. Also, +5 AC seems too high for a while 6 rounds. Maybe make it +2 for a combat or +5 for a single round? I know it's weird to ask for something less strong, but +5 would completely break a combat, while 2d8 would only kill a single target and wouldn't destroy an encounter.
I took some time to format everything into a fairly nice-looking character sheet that can be easily edited as I level. I can submit the character sheet to official way, but I used a custom template and I think you set it to take DnD character sheets. I'm not sure if you can open the link, but I tried to make the sheet public.
No, I couldn't see the sheet when I clicked the link. It says "No Character Found."
I don't think I can change the system now that the game is set up. Maybe try submitting anyway? Or if that doesn't work, maybe take a screenshot and post it here?
Morningstar - +4 to hit, 1d8 piercing Hand Crossbow - +4 to hit, 1d6 piercing, 30/120 ft. 20/20 Arrows Chain Shirt - AC = 13 + DEX (max 2) Shield- AC + 2 Priest's Pack - a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin Sage Gear- A bottle of black ink, a quill, and a small knife
Souls Collected -2/5
Spells
Lv I
Spell list
Mending
Thaumaturgy
Sacred Flame
Chill touch (2 targets)
Command
Inflict Wounds
Ray of Sickness
False Life
Feats
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this inform ation comes from a library, scriptorium , university, or a sage or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an almost in accessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Morningstar - +4 to hit, 1d8 piercing Hand Crossbow - +4 to hit, 1d6 piercing, 30/120 ft. 20/20 Arrows Chain Shirt - AC = 13 + DEX (max 2) Shield- AC + 2 Priest's Pack - a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin Sage Gear- A bottle of black ink, a quill, and a small knife
Souls Collected -2/5
Spells
Lv I
Spell list
Mending
Thaumaturgy
Sacred Flame
Chill touch (2 targets)
Command
Inflict Wounds
Ray of Sickness
False Life
Chill Touch
Cantrip, 1 action, 120 feet, 1 round
You create a ghostly, skeletal hand in the space of two creature within range. Make a ranged spell attack against the creatures to assail them with the chill of the grave. On a hit, the targets take 1d8 necrotic damage, and they can’t regain hit points until the start of your next turn. Until then, the hand clings to the targets. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Command
1st-level, 1 action, 60 feet, 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
False Life
1st-level, 1 action, Self, 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Inflict Wounds
1st-level, 1 action, Touch, Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Mending
Cantrip, 1 minute, Touch, Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Ray of Sickness
1st-level, 1 action, 60 feet, Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Sacred Flame
Cantrip, 1 action, 60 feet, Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thaumaturgy
Cantrip, 1 action, 30 feet, Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim , or change color for 1 minute.
• You cause harm less tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Feats
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this inform ation comes from a library, scriptorium , university, or a sage or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an almost in accessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you arew ielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Sounds good. And Lydia is female. I figured with the big cloak and armor that the image might be androgenous enough to be used for either. I didn't zoom into the face enough to check.
Also it still won't let me post as my character for some reason. I don't even have the drop down menu to select the character. It's not a big deal, but I definitely looked for it.