Ellington Conversion

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EvilGenius
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Ellington Conversion

Post by EvilGenius »

I've been working on Kalib's second in command, Ellington. It's mostly straightforward. He's always been a straight class cleric and his magical items are mostly unremarkable.

However, shortly before we stopped playing, Ellington's items were further enchanted in ways that, of course, don't translate well. In particular, his main weapon, Freedom's Edge (+2 Keen Holy Bastard Sword) and his +1 ghost touch mace.

The mace seems easier. It's not nearly as powerful as a mace of disruption, so I was thinking just a +1 mace with a minor property: Sentinal: incorporeal.

The sword is a little tougher. Keen, Holy and Bastard don't exist in 5e. It's definitely not a holy avenger or sword of sharpness. But a simple +1 long sword seems a little weak. So I was thinking about maybe just making it something different altogether. How about making it a Sword of Vengeance? It's a +1 weapon but it's cursed. Here's the description:
SWORD OF VENGEANCE
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
So what I was thinking is that for a cleric of Trithereon, THIS is actually a holy weapon. The weapon functions exactly as written it's just that Trithereonites don't view it as a curse, but rather a sacred opportunity to help this lost soul find the vengeance that it was denied in life. :) And we don't have to do this in play, but we could even say that there's a legend that if a cleric of Trithereon is ever able to slake the thirst for vengeance in the sword, that the spirit is released and the sword transforms into a more powerful weapon, something like a sword of wounding or a sword of sharpness or a weapon of warning or something. :)

What do you think?
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EvilGenius
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Re: Ellington Conversion

Post by EvilGenius »

Ellington also had a +2 light crossbow, holy, outsider bane. Bane weapons don't exist either, but there is this:
ARROW OF SLAYING
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving
throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
So how about a bolt case of these instead of always-on properties?

Or, if you'd rather, we could just say that the crossbow has advantage on attacks vs outsiders.
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setanta14
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Re: Ellington Conversion

Post by setanta14 »

No such thing as outsiders anymore, they specify celestials, elementals, fey, or fiends separately.
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EvilGenius
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Re: Ellington Conversion

Post by EvilGenius »

Ahh, good catch. I'd limit it to fiends, then.
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EvilGenius
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Re: Ellington Conversion

Post by EvilGenius »

Ellington had a few other magical items that I'd like to combine/convert. Nothing too big.

Chain Mail +4 is easy enough to convert to Chain Mail +2.

Shield +2/+3 vs missiles converts to an Arrow Catching Shield. For reference, here's the Arrow Catching Shield in 5e:
ARROW-CATCHING SHIELD
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Incense of Meditation from 3e is a Candle of Invocation in 5e.

Potions are easy to convert. Curing to Healing, Bull's Strength to Giant Strength, Protection from Elements to Resistance. Delay and Neutralize Poison to Resistance.

Wands are a bit tricky. Ellington had maximized cure light wounds, lesser restoration, cure serious wounds, sanctuary, lesser restoration, sound burst and searing light. None of those really exist. lol

However, I could combine the cures and the lesser restoration into a Staff of Healing. For reference, here's the 5e Staff:
STAFF OF HEALING
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1 the staff vanishes in a flash of light, lost forever.
Wands of Sound Burst and Searing Light don't have any 5e wand analogue. The closest would be a Staff of Thunder and Lightning which is significantly more powerful. So I think they and the Wand of Sanctuary should just remain unconverted trophies.

Gauntlets of Ogre Power convert directly. Handy Haversack converts directly.
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Ellington Conversion

Post by EvilGenius »

Name: Ellington
Race: Human
Background: Noble
Class: Cleric
Archtype: War
Level: 15

Abilities: Mod Save
Str 19 ___4 _____4
Dex 10 __0 _____0
Con 10____0 _____0
Int 14____2 _____2
Wis 20____5 _____10
Chr 16____3 _____8

Skills:
Proficiency Modifier +5
History +7
Insight +10
Medicine +10
Perception +5
Passive Perception 15
Persuasion +8
Religion +7

HP: 78
AC: 20
Armor: Chainmail +2, Arrow Catching Shield

Attacks: 1
Init: 0
Sword of Vengence (+1), +10 to hit, 1d8+5 damage

Class Abilities:
Divine Domain: War
Divine Domain Feature War Priest
When using the attack action, make one weapon attack as a bonus action. This can be used 5 times. Expended uses are regained after a long rest.
Channel Divinity 2
* Turn Undead
* Guided Strike When making an attack roll, gain a +10 bonus. Choose this after the roll, but before the DM says if it is a
hit or miss.
* War God's Blessing When a creature within 30' makes an attack roll, use your reaction to grant it a +10 bonus. Choose
this after the roll but before the DM says if it is a hit or a miss.
Destroy Undead CR 3 or lower
Divine Domain Feature Divine Strike
Once each turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 damage of the same type dealt by the weapon to the target.
Divine Intervention
Roll percentile dice, if the number is equal to or lower than 15, your deity intervenes.

Feats:
Sentinal
* When you hit a creature with an opportunity attack, its speed becomes 0 for the rest of the turn.
* Creatures provoke opportunity attacks even if they Disengage before leaving your reach.
* When a creature within 5' makes an attack against a target other than you (and it doesn't have this feat), you can use your reaction to make a melee weapon attack against it.

Magical Items:
SWORD OF VENGEANCE
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
ARROW-CATCHING SHIELD
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Chainmail +2
Staff of Healing (requires attunement, not currently attuned)
Gauntlets of Ogre Power (require attunement)
Heward's Handy Haversack
Candle of Invocation x8
Mace +1 Sentinal and Advantage vs Incorporeal
Light Crossbow +1 Sentinal and Advantage vs Fiends
Potions
Greater Healing x5
Superior Healing x5
Resistance (Acid, Fire & Poison) x8, mixed
Hill Giant Strength x3
Heroism x2

Scrolls
Shield of Faith x2
Hallow
Freedom of Movement x3
Plane Shift x3
Bless x3
Divine Favor x3

Spell Casting:
Cantrips Known 5
4/3/3/3/2/1/1/1
Spell DC 18
Spell Attack Modifier +10
Another daring escape for the intrepid Spaceman Spiff!
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