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Dnd party

Character Name: Boose (Real name: Benaiah Sunborn Dawnreaveri he has forgotten it
though)
Race: Goliath(First Sun giant as foretold in a prophecy)
Background: Folk Hero
Class: Barbarian Bear Totem
SunBorn
a Goliath Barbarian whose secretly born from the God of all giants, and his new
secret wife Goddess of the Sun Amaterasu, also called Amaterasu Omikami and Light
of Heaven and titled the Great Goddess of the Rising Sun and simply the Sun
Goddess, was the goddess of light and the sun (including the dawn and dusk among
the Eight Million Gods of Wa and Kozakura in Kara-tur.)(I don't know if I'm
sticking with this mother though)

Benaiah was prophized when Annam first turned his back on the Giant kind. It was
told that a child would be born into a tribe of ambigious enough name but imply
goliaths somehow. Benaiah will be the one of the burning suns in the Darkness to
come for all Giants and Potentially (depends on the player) all humaniods.
the Twilightborn could kind of be like the representation of the Era being
tumultuous and of great change. Your tribe was given a prophecy of your coming.
They were to protect Maybe a temple? A holy artifact Maybe centered around your
brith and power?

I think the prophecy can be related to your Father Annam(he's really strong and
typically more on the evil side)has turned over a new leaf which will be the sun in
the darkness?

Character Name: Sir Eldric Valorian


Race: Human
Background: Soldier
Class: Paladin Oath of the Crown (He will soon be a Dragon Rider, the dragon he
rides will be a plantium dragon son to Bahamut sent to assist Eldric)
Worships Tyr(Is a choosen maybe something more?)

i see him as a tall tanky man that is alittle dum respect other and smites his
foes. compation towards the common folk and alittle more out going then other on at
times. Despite being prone to influence by other does his best to uphold his faith

Lord Omanond's Legacy: Making the Paladin a descendant of Lord Omanond, an


influential figure in Imaskari history, provides a direct link to Karkos. Perhaps
Lord Omanond was instrumental in Karkos's creation or had a vision of its
importance to the future. This lineage could be the key to activating certain
Imaskari artifacts or areas on Karkos, tied to bloodline recognition spells or
magical seals only breakable by his descendants.

Artifact Activation: The golden apple, as one of the stones, could be part of a set
of Imaskari artifacts designed to interact with Karkos's core or the Weave itself.
These artifacts, when united, might restore Karkos's full capabilities or awaken
its purpose as a guardian against cosmic threats.
Character name: Pippin Quickshadow(Placholder name)
Race: Forest Gnome(Haven't yet figured out the exact name his hidden race will be
something related to the Dreamscape)
Background: Criminal
Class: Rogue Arcane Trickster

Character:
Caelum Twilightborn - A Character Overview
Background and Origins
* Found as a Newborn: Caelum was discovered on the steps of a temple dedicated to
Lathander, wrapped in a cloak that shimmered like the twilight sky. This mysterious
beginning hinted at his unique destiny.
* Raised in the Temple: The clerics, seeing his arrival as a divine sign, raised
him within the temple's nurturing walls. Early on, Caelum showed a deep connection
to Lathander's teachings, excelling in lessons of hope, renewal, and the dawn's
light.
Discovery of Dual Heritage
* Revelation: Caelum's life took a pivotal turn when he learned of his half Summer
Eladrin and half Shadar-kai heritage. This discovery came after experiencing
visions and dreams that connected him to realms of both light and shadow.(I’m
thinking we keep it vague “He learned of it could but he’s starting to suspect he
is not a half elf but something more. This is something I need to expand upon
further)
* Quest for Identity: Understanding his dual nature became Caelum's driving force,
leading him on a journey that would challenge his beliefs and shape his destiny.
Initial Traits and Beliefs
* Optimistic and Compassionate: Caelum's demeanor is marked by an inherent optimism
and a compassionate heart, traits fostered by his upbringing among Lathander's
followers.
* Healer and Guide: His innate abilities to heal and inspire made him a natural
guide and protector within his community, embodying Lathander's principles in every
action.
Journey of Self-Discovery
* Facing Challenges: Caelum's journey is filled with challenges that test his
faith, beliefs, and understanding of his place in the world. These trials prompt
him to seek a balance between the light and darkness within him.
* Developing the Twilight Philosophy: Through his experiences, Caelum begins to
form a personal philosophy that embraces the complexities of his nature, striving
for harmony between the contrasting aspects of his identity.
Twilight Philosophy
* Balance and Harmony: Caelum's Twilight Philosophy symbolizes his quest for inner
balance and harmony between the realms of light and shadow. This evolving belief
system guides him in navigating the world's moral complexities.
* Mediator and Unifier: As he embraces his philosophy, Caelum becomes a beacon of
mediation and unity, leveraging his unique perspective to bridge divides and foster
understanding.
Goals and Motivations
* Understanding and Acceptance: Caelum seeks to fully comprehend his powers and
origins, striving for a world where he can belong and serve as a bridge between
disparate realms.
* Protector of Balance: Motivated by his desire for harmony, Caelum aims to protect
the balance of the world, using his abilities to heal, guide, and unite.
Role in the Party
* The Heart and Mediator: Within the adventuring party, Caelum serves as the heart
and mediator, using his wisdom and compassion to resolve conflicts and guide his
companions through their darkest moments.
* Bringer of Light and Shadow: His unique heritage allows him to access powers from
both the realms of light and shadow, making him a versatile ally in any encounter.

Appearance
Caelum's appearance harmonizes the distinct features of his Summer Eladrin and
Shadar-kai heritage:
* Eyes: His eyes might shift in color with his emotions, a trait of the Eladrin,
glowing with a warm, golden light when joyful or turning a deep, stormy gray in
moments of seriousness or sorrow.
* Hair: Caelum's hair could be a unique shade that blends the typical Eladrin
vibrancy with the Shadar-kai's more subdued tones, such as silver with streaks of
sunlight gold, often kept loosely tied back to not hinder his movements.
* Skin: His skin has an ethereal quality, fair with an almost imperceptible shimmer
in sunlight, hinting at his connection to the Feywild, yet bearing a slightly ashen
undertone that speaks to his Shadowfell lineage.
* Markings: Subtle, tattoo-like markings, reminiscent of both Eladrin and Shadar-
kai aesthetics, curl around his arms or neck. These markings could glow faintly
when he channels divine or arcane energy.
* Physique: Graceful and poised, with an athletic build that speaks to his
adaptability and strength, honed through years of training and adventure.
Personality Quirks
Caelum's personality quirks reflect the duality of his heritage, along with his
upbringing under the teachings of Lathander:
* Mood Swings: In true Eladrin fashion, Caelum's mood can change with the seasons,
albeit in a more humanized and controlled manner. He's generally optimistic but can
become contemplative or melancholic, reflecting on the deeper meanings of his
journey.
* Lover of Dawn and Dusk: He has a particular fondness for twilight hours—dawn and
dusk—finding them to be moments of profound beauty and balance, symbolizing his own
existence between two worlds.
* Collector of Stories: Drawn to tales of heroism, tragedy, and the mystical,
Caelum collects stories from every land he visits, seeing them as a way to
understand the myriad experiences of the world.
* Natural Mediator: Instinctively seeks to mediate conflicts, drawing on his
inherent understanding of balance. He often uses parables or lessons from his own
diverse heritage to find peaceful resolutions.
* Curiosity About Shadows: Despite his devotion to Lathander, Caelum is
inexplicably drawn to shadows and the secrets they hold, a nod to his Shadar-kai
lineage. He's not fearful but respectfully curious, seeking understanding rather
than dominion.
* Fascination with Light: He has a childlike fascination with light, be it the
flicker of a candle or the shifting patterns of sunlight through leaves. This
fascination often leads him to quiet contemplation or the creation of light-based
illusions for amusement.

Scaled Introduction of Artifacts


* Pendant of the Equinox: Given its thematic significance and alignment with
Caelum's quest for balance, you might allow him to start with this item. However,
its powers could be scaled to match his current level, with the potential to unlock
further abilities as he grows. For example, at Level 5, the pendant might only
enhance healing slightly and offer a calming aura with limited use.
* Robes of the Half-Light and Staff of Dawn and Dusk: These could be introduced as
part of Caelum's personal quests or significant campaign milestones. Finding each
item could be a rite of passage, representing his growing mastery over his dual
nature and deepening connection to his heritage.
Conditional Powers
For the Pendant of the Equinox, consider implementing conditional powers that
evolve based on Caelum's experiences and choices. This approach not only keeps the
item balanced but also ties its development to the character's journey, making it a
living part of the story.
Story Integration
Integrating the discovery of these artifacts into the campaign's narrative can
provide exciting goals for Caelum and the party:
* Quests for Discovery: Each artifact could be the focus of a quest that delves
into Caelum's heritage, challenges his beliefs, and tests his abilities.
* Unlocking Secrets: The process of unlocking an artifact's full potential can be
tied to understanding its history, the nature of Caelum's powers, or achieving
personal growth milestones.
Balancing for Gameplay
Ensure that the introduction and scaling of these artifacts are balanced with
respect to the other party members and the challenges they face:
* Party Dynamics: Consider how these artifacts might impact party dynamics and
ensure they don't overshadow the contributions of other characters.
* Challenge Scaling: Be prepared to adjust the difficulty of encounters to account
for the additional abilities these artifacts provide, ensuring the game remains
challenging and engaging.
Unique Skills and Abilities for Caelum Twilightborn
* Twilight Healing Touch
* Description: Drawing upon the balanced energies of dawn and dusk, Caelum can
enhance his healing spells to not only restore health but also fortify his allies
against the darkness. This ability symbolizes his innate connection to both the
light and shadow aspects of his heritage.
* Mechanics: When Caelum uses a spell slot to cast a healing spell, the target
also gains temporary hit points equal to Caelum's Cleric level + his Wisdom
modifier. This represents the protective aura of twilight imbuing his allies with
resilience.
* Harmony's Beacon
* Description: Caelum channels the harmonious energy of twilight to create a
beacon of light that soothes and protects. This ability mirrors his journey towards
understanding and balancing the dual aspects of his being, offering sanctuary and
guidance to those around him.
* Mechanics: As an action, Caelum can create a zone of twilight that lasts for 1
minute. Allies within this zone gain advantage on saving throws against being
frightened or charmed and receive a bonus to AC equal to Caelum's Wisdom modifier.
This zone moves with Caelum and has a radius of 20 feet.
* Duskwalker's Passage
* Description: Embracing his heritage from the Shadowfell, Caelum learns to
navigate the shadows with ease. This ability allows him to move unseen or escape
danger, representing his acceptance and integration of the shadowy aspect of his
nature.
* Mechanics: Caelum can, as a bonus action, teleport up to 30 feet to an
unoccupied space that he can see that is either in dim light or darkness. This
ability can be used a number of times equal to his Wisdom modifier (minimum of
once) and is replenished after a long rest.
* Dawnbringer's Radiance
* Description: Inspired by his connection to the divine and the teachings of
Lathander, Caelum can unleash a radiant light to dispel darkness and harm those who
thrive in it. This power is a testament to his role as a beacon of hope and
renewal, driving back the shadows with the promise of dawn.
* Mechanics: As an action, Caelum can cause light to burst forth from him in a
30-foot radius. Hostile creatures within the area must make a Constitution saving
throw against Caelum's spell save DC or take radiant damage equal to 2d10 +
Caelum's Cleric level. Creatures that are vulnerable to radiant damage take double
damage. This ability can be used once per long rest.
* Equilibrium of Light and Shadow
* Description: Achieving a deeper understanding and control over his dual
nature, Caelum can blend light and shadow into a unique equilibrium, creating
effects that embody the essence of twilight. This represents his mastery over the
balance between his Eladrin and Shadar-kai heritage.
* Mechanics: Caelum can choose to cast spells that deal radiant or necrotic
damage as "twilight" spells. These spells deal additional damage equal to half his
Cleric level (rounded up) and have their visual effects altered to a mix of shadowy
and luminous manifestations.

**No need to read**


Class Ideas:
Sunborn Champion Class Overview
The Sunborn Champion is a warrior touched by the divine essence of the sun, whose
powers wax and wane with the sun's journey across the sky. This class focuses on
the inherent pride and power drawn from solar energy, offering unique mechanics
that reflect the character's connection to the sun and their role as a beacon of
light against the darkness.
Hit Points
* Hit Dice: 1d12 per Sunborn Champion level
* Hit Points at 1st Level: 12 + your Constitution modifier
* Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Sunborn
Champion level after 1st
Proficiencies
* Armor: All armor, shields
* Weapons: Simple and martial weapons
* Tools: None
* Saving Throws: Strength, Constitution
* Skills: Choose two from Athletics, Intimidation, Perception, Survival, and Nature
Class Features
Solar Affinity
* 1st Level: You can sense the position of the sun, even when you cannot see it.
This allows you to accurately tell the time of day and gain benefits from your
other class features that depend on the sun's position.
Solar Charge
* 1st Level: Your body absorbs solar energy, which you can channel into your
attacks and abilities. You gain Solar Charges equal to your Sunborn Champion level
+ your Constitution modifier. These charges fuel your Sunborn abilities and are
replenished after a long rest or when you spend 1 hour in direct sunlight.
Radiant Strike
* 2nd Level: As a bonus action, spend one Solar Charge to imbue your weapon with
radiant energy, adding extra radiant damage to your next attack. This damage
increases as you gain levels in this class.
Day's Mantle
* 3rd Level: Choose an archetype that embodies your connection to the sun: Zenith
Warrior, Dawnbringer, or Dusk Sentinel. Each archetype offers unique abilities at
3rd level, and again at 7th, 10th, 15th, and 18th levels.
Solar Resurgence
* 5th Level: Once per long rest, if you are reduced to 0 hit points but not killed
outright, you can choose to drop to 1 hit point instead. If this occurs during
daylight, you also regain a number of hit points equal to 1d10 + your Sunborn
Champion level.
Sunlit Presence
* 9th Level: Your mastery over solar energy allows you to emit bright light in a
30-foot radius and dim light for an additional 30 feet. This light counts as
sunlight for the purpose of your abilities and can weaken or harm creatures
vulnerable to sunlight.
Sunborn Champion Class: Expanded Higher-Level Features
Level 11: Solar Nova
* Feature: You've learned to unleash the stored solar energy in a devastating
explosion of radiant light, damaging foes and bolstering allies.
* Mechanic: Once per long rest, as an action, release a burst of light in a 30-foot
radius. Enemies take significant radiant damage, and allies receive a temporary
shield or healing.
Level 13: Pride's Command
* Feature: Your unshakeable pride in the face of adversity becomes a beacon for
your allies, inspiring them to greater feats.
* Mechanic: You can use a bonus action to rally your allies, granting them
advantage on attack rolls and saving throws until the start of your next turn.
Level 15: Sunforged Titan
* Feature: At the zenith of your power, you embody the might of the sun, becoming a
titan of solar energy.
* Mechanic: For 1 minute, you gain the following benefits:
* Size increases by one category.
* Significant bonus to AC.
* Melee attacks deal additional radiant damage.
* Immunity to fire and radiant damage.
Level 17: Day's End, Night's Bane
* Feature: As the sun sets, your understanding of your power deepens, allowing you
to channel solar energy even under the moon's gaze.
* Mechanic: You retain a portion of your solar abilities during the night,
maintaining bonuses to damage and certain resistances. Additionally, you can now
cast a limited selection of spells related to light or fire at night, using Solar
Charges.
Level 20: Avatar of the Solar Cycle
* Feature: You achieve a perfect harmony with the solar cycle, becoming an avatar
of solar energy. Your powers now fluctuate smoothly throughout the day, reaching a
crescendo at noon and softly waning, but never fully diminishing.
* Mechanic:
* Your Solar Charges are fully replenished at dawn and noon.
* You gain a special ability, "Eternal Sunlight," which allows you to create a
zone of Zenith Warrior Archetype for Sunborn Champion
The Zenith Warrior embodies the pinnacle of solar might, channeling the zenith of
the sun's power to overwhelm foes and inspire allies. This archetype is for those
who seek to stand at the forefront of battle, becoming beacons of hope and pillars
of strength when the sun is highest in the sky.
3rd Level: Solar Empowerment
* Ability: You learn to draw upon the sun's energy to augment your physical
capabilities. Starting at 3rd level, while in direct sunlight, your attacks deal
additional radiant damage. This bonus increases as you level up.
* Mechanic: Add radiant damage equal to half your proficiency bonus to melee attack
rolls.
7th Level: Zenith's Might
* Ability: At 7th level, your bond with the sun allows you to harness a burst of
energy at noon. For 1 minute each day, when the sun is at its zenith, you gain
increased strength and speed, mirroring the peak of your power.
* Mechanic: Gain advantage on all Strength-based checks and attacks, and your
movement speed increases by 10 feet. This effect lasts for 1 minute and can be
activated once per day at noon.
10th Level: Blinding Radiance
* Ability: Your presence becomes so infused with solar energy that you can unleash
a dazzling burst of light. At 10th level, as an action, you can blind your enemies
with a flash of sunlight.
* Mechanic: Enemies within a 20-foot radius must succeed on a Constitution saving
throw or be blinded for 1 minute. A blinded enemy can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.
15th Level: Solar Regeneration
* Ability: The sun's energy not only empowers you but also heals your wounds.
Starting at 15th level, while in sunlight, you regenerate health at the start of
your turn.
* Mechanic: While in direct sunlight, regain hit points equal to your Constitution
modifier at the start of each of your turns.
18th Level: Avatar of the Zenith
* Ability: You become an avatar of solar power, embodying the zenith of the sun's
journey. At 18th level, for a short period each day, you gain extraordinary
abilities reflecting your ultimate mastery over solar energy.
* Mechanic: Once per day, for 1 minute, you gain the following benefits:
* Immunity to radiant and fire damage.
* Any radiant damage you deal is maximized.
* You emit bright light for 30 feet and dim light for an additional 30 feet.
* As a bonus action, you can cause enemies within the bright light to make a
Constitution saving throw or take radiant damage equal to your level in this class.
This archetype is designed for those who want their character to embody the raw,
unbridled power of the sun, peaking at midday and using this strength to vanquish
darkness and lead their allies to victory. The Zenith Warrior stands as a testament
to the might of the sun, drawing directly from its energy to fuel their martial
prowess and resilience.
* daylight that follows you, ensuring you and your allies are always under the
sun's gaze.
* Once per long rest, you can summon a "Miniature Sun," a powerful orb that acts
as a secondary source of sunlight, enhancing your abilities and damaging enemies
over time within its radiance.

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