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Thread: Angelic Long Bow Idea Help

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    Default Re: Angelic Long Bow Idea Help

    Urasim
    Wondrous item, legendary (requires attunement by a creature of non-evil alignment)

    This golden chain is inlaid with a pair of fire opals on either side of a badge depicting the symbol of Sarenrae. The badge seems to shine brightest in sunlight and is pleasantly warm to the touch. You can use this holy symbol as a spellcasting focus. Urasim has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can use a bonus action and expend 1 charge to cast a prepared spell from it without requiring your concentration. Each day at dawn, the DM decides the prepared spell or determines it randomly.
    d6 Prepared Spell
    1 cure wounds (+4 modifier)
    2-3 divine favor
    4-5 protection from evil and good
    6 shield of faith
    Urasim prepares an additional spell at 5th and 11th level.
    Radiance of the Everlight. You can use an action to magically manifest halo. The halo sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures within the bright light are comfortable as if the temperature were that of a balmy day, so they suffer no ill effects from the weather's temperature extremes. The halo lasts until you use an action to douse it, remove Urasim, or are incapacitated.
    Starting at 11th level, you can expend a charge when you manifest the halo to shed sunlight in a 10-foot radius.
    Wings of Splendor. Beginning at 5th level, Urasim has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While wearing it, you can use an action and expend 2 charges to manifest a pair of magical, angelic wings. You gain a flying speed of 30 feet. You can use these wings to fly for up to 1 hour, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The wings disappear after the duration is reached or after 8 hours.
    Everlight Warden. Beginning at 11th level, while wearing Urasim you can use an action to cast guardian of faith from it. While guardian of faith is active, you can cast commune. If one spell ends, so does the other. Urasim can’t be used this way again until the next dawn.
    Sentience. Urasim is a sentient lawful good holy symbol with an Intelligence of 13, a Wisdom of 13, and a Charisma of 18. It has hearing and vision to a range of 60 feet.
    The holy symbol communicates telepathically with its wearer and can speak, read, and understand Common and Celestial. While attuned to it, you can speak and understand Celestial.
    Personality. Urasim is doting and conscientious, often reminding its wearer to act in a proper manner. It takes great joy in helping others, and delights in listening to stories of heroes. Its demeanor noticeably shifts in the throes of battle, where it zealously demands that its wearer protect others.
    Urasim seeks to advance the interests of Sarenrae, the Healing Light. It always acts according to the tenets bestowed unto it by its original owner, Andberaht. Despite its dogmatic outlook, Urasim tries to understand the decisions of its wearer, instead of trying to control their every action. Urasim would like nothing more than to spread devotion to Sarenrae, but understands the arduous path of conversion.
    Conflict only arises with Urasim if the wearer commits an act of cruelty or malice.
    Urasim (whose name means "protector of light" or "boundless light") was originally borne by Andberaht, a righteous paladin sworn to the service of Sarenrae. Bearing witness to his many acts of compassion and retribution, Urasim took on a life of its own, fueled by the same fervor within Andberaht.
    The paladin taught Urasim the meaning behind his actions, and instilled in it the tenets of his oath. After his passing, Urasim was passed down a line of servants to the Dawnflower before being lost to time.

    Spoiler: Design Notes
    Show
    This item fits far better with the paradigm of 5e, having far fewer features than your initial proposal. Initially, it acts kind of like a wand, expanding the player's repertoire of spells. All of the spells are directly from the paladin spell list. I also included a nice bonus for them in the form of either a reduced casting time or automatic duration. This is a flavorful, strong, benefit that doesn't force the player into any playstyle. I wanted to avoid giving them too many new buttons, so I kept it to one spell per day. The player also gets a nice quality-of-life benefit which is thematic for both paladins and rangers (an aura that provides an exploration benefit).
    At 5th level, they get a really nice major benefit (flight is always a plus) and an expansion to their 1st level feature.
    For 11th level, I modified your idea to summon an "angel" in the form of guardian of faith. To expand on this idea, they can even ask it questions instead of having it fight. Lastly they get a nifty little bump to Radiance of the Everlight, now that they can make it sunlight. Very niche, but entirely thematic.

    This item now provides a small list of boons, which are gained over time, and don't push the player towards any specific playstyle. On top of that, changing the backstory shifts how this item would regard the players. Instead of being a literal paragon of good (an angel), this item is more like an eager former student. It won't have all the answers, but it will try to do things the way the former owner used to.
    Last edited by thoroughlyS; 2019-04-06 at 11:44 AM.
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