By The Love of Evening Glory (A 5th Edition D&D Quest)

Well, this is becoming a runaway.

Last Call Initiated. Vote ends in 1 Hour.

And I'm still waiting. And the pilot light's the only beacon in the snow...

(Anyone who get's the reference gets a Novus Cookie!)
 
[X] Open this second mystery box

You haven't led us wrong yet. I do have to admit that being a vampire would be my first choice. But clearly that is not in the cards so I'll throw my weight behind the mystery box. It does add to the fun though, because one of the problems with playing D&D online, is that the sheer variety of options in character creation often leaves quests stillborn. So It may be best to leave it in the hands of the DM anyway to avoid that since from what I can see few agree on anything but the mystery box.
 
Last edited:
You haven't led us wrong yet. I do have to admit that being a vampire would be my first choice. But clearly that is not in the cards so I'll throw my weight behind the mystery box. It does add to the fun though, because one of the problems with playing D&D online, is that the sheer variety of options in character creation often leaves quests still born. So It may be best to leave it in the hands of the DM anyway to avoid that since from what I can see few agree on anything but the mystery box.

Thanks for the vote of confidence! And yeah, all the options can make things a bit problematic. Even offline, I've found myself undecisive on what I want to play. That's why I usually end up playing monk. (Everyone was Kung Fu Fighting!)
 
Thanks for the vote of confidence! And yeah, all the options can make things a bit problematic. Even offline, I've found myself undecisive on what I want to play. That's why I usually end up playing monk. (Everyone was Kung Fu Fighting!)
That's interesting, apart from online quests I've never played D&D due to lack of friends who were interested in it or convenient game store. But I do know that monks are one of the less commonly played classes and as a monk player I was wondering if you knew why? From what I can see they are pretty versatile, seeing as how they be both close combat warriors and spellcasters, it seems cool to be both. As for the quest in general one of the main things that interests me about being undead is just the fact that there is a lot of inspiration that can be drawn from real life folktales and mythology to weave into the D&D world.
 
That's interesting, apart from online quests I've never played D&D due to lack of friends who were interested in it or convenient game store. But I do know that monks are one of the less commonly played classes and as a monk player I was wondering if you knew why? From what I can see they are pretty versatile, seeing as how they be both close combat warriors and spellcasters, it seems cool to be both. As for the quest in general one of the main things that interests me about being undead is just the fact that there is a lot of inspiration that can be drawn from real life folktales and mythology to weave into the D&D world.

Well, I'm not sure exactly why. It may not be the best class, but being a Open Palm or Shadow Monk is pretty cool to me.

And about undead, considering your Patron, they will show up a lot. I'll also be cracking open the Libris Mortis and looking through mythology for some insperation.

Also, Vote Closed. Character Sheet Incoming....
 
Character Sheet At Start
So, here is your Character Sheet. I'll be honest, you are pretty powerful. However, you are NOT immortal. Your main concern is that you can't heal with Cure Wounds and such, and you straight up die at 0 HP instead of having to make death saves, unless Undead Fortitude procs. Apparently, healing undead in 5th edition is harder then 3.5.

If you have any questions, let me know! There me be a change or two, but once the next update hits everything should be locked in.

Character Sheet:

Name: Nukilik Aglukkaq
Gender: Female
Undead Race: Bleakborn
Former Race: Human (Variant)
Class: Warlock (Evening Glory)
Background: Outlander

Level: 3
Hit Dice: 1d8 Per Warlock Level
Hit Points: 30
Armor Class: 12 (10 + Leather Armor + Animal Trophy)

Stats: (+1 to Two Stats, +1 to Con)
Str: 13 (+1) (Human)
Dex: 8 (-1)
Con: 18 (+4) (Human, Resilience)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 18 (+4)

Speed:30 Ft.

Damage Resistances: Cold, Necrotic
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft,

Proficiencies (Bonus: +2)
Armor: Light
Weapons: Simple
Saving Throws: Wisdom, Charisma, Constitution
Skill: History, Intimidation, Athletics, Survival, Animal Handling
Tool: Flute
Languages: Common, Moilian, Celestial, Infernal

Saves:
Strength: +1
Dexterity: -1
Constitution: +6 (Proficiency)
- Advantage on Concentration Checks for Animate Objects
Intelligence: +0
Wisdom: +2 (Proficiency)
Charisma: +6 (Proficiency)


Skills:

Strength (+1)
  • Athletics (+2)(Proficienty)
Dexterity (-1)
  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence (0)
  • Arcana
  • History (+2)(Proficienty)
  • Investigation
  • Nature
  • Religion
Wisdom (0)
  • Animal Handling (+2)(Proficienty)
  • Insight
  • Medicine
  • Perception
  • Survival (+2)(Proficienty)
Charisma (+4)
  • Deception
  • Intimidation (+2)(Proficienty)
  • Performance
  • Persuasion


Equipment:
Gold: 10 GP
Eldritch Lantern - Needed for your Pact of the Beacon
Leather Armor - 11 AC
Two Daggers - Melee Slashing Weapons, 1d4 Damage on Hit
Sled Dog Remains - The remains of your sled dogs.
Sled Remains - The remains of your sled.
Hunting Trap (3) - DC 13 Dex Save. Failure deals 1D4 piercing damage and stop moving. DC 13 Strength to break free, failure deals 1 piercing damage
Animal Trophy - A Polar Bear skin that covers your head and back. +1 AC
Traveler's Clothing - So you're not naked.
Belt Pouch - Holds your gold


Feats:

  • Human: Resilient (Constitution): +1 Constitution. You gain proficiency in saving throws using the chosen ability.


Background Feature:

  • Wanderer: You have an excellent memory for maps and geography, and can recall the general layout of terrain, settlements, and other features around you. Can scavenge food for yourself and up to five people a day, provided there is anything to scavenge.

Warlock Features:

Otherworldly Patron (Evening Glory): You have struck a bargain with Evening Glory, the Goddess of Undeath, Love, and Desire

  • The Ties That Bind: At first level, you know when any number of people within a 120 foot radius are in love, and who they are in love with, and what kind of love.
  • Love's Embrace: At first level, target up to any number of people equal to your Charisma modifier. They gain temporary HP equal to 4 times your level, which lasts until their next Long Rest. If at least two of the targets have a loving relationship, all targets gain AC equal to your Charisma modifier as well. You may only use this feature once per Long Rest.

Pact Boon (Pact of the Beacon): You possess a small lantern, with a glowing ball of energy inside. It acts as a standard lantern at first glance, though anyone making a DC 16 Arcana Check will know what it truly is. You always know where your Beacon is, as long as it remains on the same plane as you. Instead of taking a Move Action, you may lift your beacon high for all to see. Anyone who can see it within a 120 foot radius must make a Wisdom save (DC = 8 + Proficiency + Charisma). Anyone who fails can be moved up to 10 feet in your direction.

Warlock Invocations (Known: 2)

  • Grasp of Hadar (Requires Animate Objects): When an object you've animated deals damage to something, you can move that creature up to 10 feet closer to yourself.
  • Call Them Home (Requires Pact of the Beacon): As an action, you may mark any number of creatures or items, up to your Charisma modifier, with a mark. As an action, they or you may expend that mark to move to within 5 feet of the Beacon, provided it is on the same plane as them. If they are unwilling, they must make a Wisdom save to resist. (DC: 8 + Proficiency + Charisma Modifier) Once you use this Invocation, you cannot use it again until you take a long rest.


Undead Features:

Create Spawn: A humanoid slain by the Bleakborn rises as a Bleakborn after 1 minute, under your command. You may choose it to be under your control, as a mindless Bleakborn, or as an intelligent Bleakborn. You may only have a number of Bleakborn under your control equal to twice your level. Constructs and other undead are not affected by this feature

Fire Absorption: Whenever you are subjected to fire damage, you take no damage, and instead regain health equal to the fire damage dealt

Heat-Draining Aura: At the start of each of your turns, each creature within 30 feet of you takes Xd6 + X Cold Damage, where X is half your level, rounded up. You regain 5 health for each creature that takes damage by this effect. You may suppress this Aura as an action.

Undead Fortitude: If damage reduces you to 0 or less hit points, make a Constitution save, with a DC of 5 + Damage taken. On a success, you drop to 1 HP instead. Radiant Damage and Critical Hits ignore this.

The Chill of Death: Any attacks you do, or objects that attack under your command, can deal Cold or Necrotic Damage

Special Features:

Mistress of Animation: You may cast Animate Objects at will, as a Cantrip. Every level, you may choose an upgrade to it. You may never learn nor cast any other spell.

Animate Objects (With Upgrades)

Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: 2 Minute (Concentration - With Advantage)

Objects come to life at your Command. Choose up to ten non-magical Objects within range that are not being worn or carried. Medium Targets count as two Objects, Large Targets count as four Objects, Huge Targets count as eight Objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 Hit Points.

As a Bonus Action, you can mentally Command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18

Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14

Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12

Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10

Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6

An animated object is a Construct with AC, Hit Points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the Objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has Blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 Hit Points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you Command an object to Attack, it can make a single melee Attack against a creature within 5 feet of it. It makes a slam Attack with an Attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

Upgrades:
Objects may make an attack of opportunity if a creature is forced to move out of it's range
Concentration upgraded to 2 Minutes
It you are forced to make a save to keep your concentration on Animate Objects, you gain advantage
 
Last edited:
Take it away Holt

Holt "VINDACATION"

I like this idea a lot and am really glad I chose the mystery box. I googled what a D&D Bleakborn looks like and I like the design a lot. Mostly rotting corpses but a few that are more regal which are things I like in an undead. One question though, do you know a place online where I can find more information about these things? Because while it is listed on the forgotten realms wiki the page is empty, so for those of us who don't own a monster manual can you fill in some more details on them.
 
Well, Bleakborn are originally from the 3.5 Splatbook "Libris Mortis", as is Evening Glory. I found a conversion to 5th edition, and used it as the template with a few changes. (Instead of Chilling Grasp and Multiattack, I used the Chill of Death instead.) As for information, they are one of the many undead horrors to come from Moil, The City That Waits. (Which is why you know Moilian). Short version is, they turned away from Orcus, who cursed them and ripped the city out of the Material Plane. Fun times.
 
Fire Absorption: Whenever you are subjected to fire damage, you take no damage, and instead regain health equal to the fire damage dealt

Does this mean we can make a for example a campfire and then stand in it to heal ourself? Because that sounds pretty good, even if we have to wait for several hours to get decent healing we would at least have a reliable method to heal as undead.
 
I can't lie I like this protagonist Qm had in the box, I'm salty my snake woman funny gladtior plan didn't win but I can unlive with it.
 
Hey guys! Good news is I will be working on the update tomorrow. Is there anything in specific you'd like to see for the first update? Like Nukilik's vision of Everlasting, the Realm of Evening Glory? Or maybe someone coming upon the remains of Nukilik's sled? I'd like your opinion, so I can craft something a bit towards your tastes.
 
I'm afraid I'm all in on the mystery boxes, myself, oh almighty QM.

This character is awesome and I like her a lot.

Where's the Bleakborn conversion...?
 
@Novus Ordo Mundi So, as far as I can see we have a pretty good set up here. We are a minion master with pretty solid defences and health along with good personal combat. That is definitely a good combination and while it is hard to know how the character will shape up there are quite a few options. I would like to know the rules around any creature we raise. Do they just become a bog standard Bleakborn like us or do they gain anything special according to what it was in life. As an example would a Bleakborn former wizard know any spells. If that does not come now is there a way we could get that with levels.
 
Last edited:
Well I'm not a D&D player but I see where this build is going.
How do evocations work, is it an action of just whenever the circumstances are met it happens?
What I mean is: Is this
  • Grasp of Hadar (Requires Animate Objects): When an object you've animated deals damage to something, you can move that creature up to 10 feet closer to yourself.
a once a round thing. Or can we use ten tiny objects to yeet people 100 feet towards us in a single round?
Oh also I found this SRD - Libris Mortis Monsters obviously its not the same thing but I guess this was the 3.5 version that this 5 version got created from.
 
Last edited:
Mistress of Animation: You may cast Animate Objects at will, as a Cantrip. Every level, you may choose an upgrade to it. You may never learn nor cast any other spell.
Well I'm not a D&D player but I see where this build is going.
How do evocations work, is it an action of just whenever the circumstances are met it happens?
What I mean is: Is this

a once a round thing. Or can we use ten tiny objects to yeet people 100 feet towards us in a single round?
Oh also I found this SRD - Libris Mortis Monsters obviously its not the same thing but I guess this was the 3.5 version that this 5 version got created from.

If my understanding is correct we can't learn any other spell but this. So we will probably be a minion master who sends in our spawn to weaken enemies and then, if need be, help to finish them off ourselves. So we should look into stuff that makes us a more deadly as close combatant and way to improve our spawn. That may come with the upgrades mentioned at the end of Mistress of Animation.
 
Last edited:
Morning, all!


Where's the Bleakborn conversion...?

Right here! Libris Mortis 5e - Bestiary by

It's for all the monsters in the Libris Mortis.

@Novus Ordo Mundi So, as far as I can see we have a pretty good set up here. We are a minion master with pretty solid defences and health along with good personal combat. That is definitely a good combination and while it is hard to know how the character will shape up there are quite a few options. I would like to know the rules around any creature we raise. Do they just become a bog standard Bleakborn like us or do they gain anything special according to what it was in life. As an example would a Bleakborn former wizard know any spells. If that does not come now is there a way we could get that with levels.

Well, if you do make a Bleakborn under your control, or as just a mindless one, they become a Bog Standard Bleakborn (which would probably end up making them pretty good melee fighters, if nothing else.) If you make them Intelligent Bleakborn, they keep anything special they had. Of course, there will be ways to improve this via feats, items, and quest rewards.


Well I'm not a D&D player but I see where this build is going.
How do evocations work, is it an action of just whenever the circumstances are met it happens?

Invocations (Which is different from Evocation) are fragments of forbidden knowledge you've gained. How they work is a bit different from Invocation to Invocation. Some grant you at will spells (Which doesn't work here, obviously. Some will be reflavored). Some grant you proficiency. And some activate when you hit a thing (Lifedrinker when using your Pact Weapon).


What I mean is: Is this

Yep. It happens whenever a Animated Object hits an enemy. Normally, this spell was only for Eldritch Blast. But you don't have access to it.

If my understanding is correct we can't learn any other spell but this. So we will probably be a minion master who sends in our spawn to weaken enemies and then, if need be, help to finish them off ourselves. So we should look into stuff that makes us a more deadly as close combatant and way to improve our spawn. That may come with the upgrades mentioned at the end of Mistress of Animation.

Right. You can't learn any new spells. Invocations are different, but as stated above, you can't learn ones that grant you spells. As for improvements, there are indeed! Plenty of them! Increase their HP, Increase their damage output, make them cold immune, gain the ability to Animate more things, Animate things larger then Huge. And those things are just the standard upgrades.
 
If my understanding is correct we can't learn any other spell but this so we will probably be minion master who sends in our spawn to weaken enemies and then if need be help to finish them off ourselves. So we should look into stuff that makes us a more deadly close combat specialist and improves our spawn
I think the build is pretty clear, we use our Animated objects and Warlock effects to move enemies into range of our cold aura which kills them and heals us.
Yep. It happens whenever a Animated Object hits an enemy. Normally, this spell was only for Eldritch Blast. But you don't have access to it.
Next question. If we do launch someone 100 feet in a round. How long a time is a combat round and do they retain that momentum going into the next one?
 
Back
Top