blessings be upon this chosen one

Post/Author/DateTimePost
#1

pukunui

Jan 06, 2015 3:24:01

I was just skimming through my DMG randomly, and I came across the section on supernatural gifts. Reading through the Blessings, it occurred to me that it would be thematically appropriate to reward one of the PCs in my Legacy of the Crystal Shard campaign with one of these.

 

He's an aasimar monk who happens to also be a Chosen of Torm, the Faerûnian deity of duty, loyalty, obedience, etc. Torm sent him to Icewind Dale to investigate the recent upsurge in criminal activity in Ten Towns. The PC, along with his companions, has successfully unmasked the ringleader behind the extortion rackets and foiled his coup attempt in Bryn Shander. The PCs followed this fellow to Easthaven, where they are now on the cusp of dragging him out of his hiding place and putting an end to his machinations in the dale.

 

Success on that front will bring an end to this PC's personal story goal in the adventure, which seems like a fitting place to reward him with a blessing (especially since the adventure is rather light on actual magical items).

 

The trouble is: I'm not entirely sure what specific blessing to give him. There are several decent examples on page 228 of the DMG, but none of them jump out at me as being definitely the sort of blessing the god of duty, loyalty, and obedience would grant his humble servant.

 

One of Torm's tenets is to "stand ever alert against corruption". That puts me in mind of true sight. How would a Blessing of True Sight compare to the examples in the DMG? Too much? Too little?

 

This same PC also briefly contracted wererat lycanthropy. Perhaps a blessing granting him immunity to curses might be appropriate. There doesn't appear to be anything else in 5e that does so, though - no magic item, no class feature, nothing. No monsters are immune to curses either. Oddly enough.

 

Anyone got any better ideas?

 

 

Thanks in advance.

 

Cheers,

Jonathan

#2

AlHazred

Jan 06, 2015 5:32:48

The Code of Torm:

  • Be the champion of the weak and the defenseless. = Blessing of Heroism. This blessing grants you the effects of a potion of heroism. Once you have used this blessing, you can't use it again until 7 days have passed.
  • Be stern, unyielding and unswerving in your battles with evil. = Blessing of the Fiendslayer. You have advantage on saving throws against spells and magical effects from fiends. As an action, you can open your awareness to know the location of any fiend within 60 feet of you that is not behind total cover. You detect the presence of the fiend, but not its identity. Once you have used this feature, you can't use it again until you have finished a long rest.
  • Obey your masters with alert judgment and anticipation. = Blessing of Understanding. Dungeon Master's Guide, page 228.
  • Serve the common good and the rule of law established by honorable rulers. = Blessing of Jurisprudence. You automatically know all laws and legal codes of the region you are in. You receive advantage on Charisma (Persuasion) and Intelligence (History) checks when adjudicating legal cases or arguing legal points.
  • Seek prowess and skill in all endeavors. = Blessing of Prowess. Choose one weapon when this blessing is granted. You receive a +1 bonus on attack rolls made with weapons of that type.
  • Stand ever alert against corruption. = Blessing of Sentinel. You do not need to sleep. Instead, you pray for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Every failure of duty diminishes Torm and every success adds to his luster.
  • Be ever mindful of the code, and use them in your actions to swiftly enact justice.

I got nothing for the last two. Sorry!

#3

pukunui

Jan 06, 2015 11:00:19

Groovy! Thanks, AlHazred!