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Cleric Challenged of Helm
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<blockquote data-quote="Shiroiken" data-source="post: 7569832" data-attributes="member: 6775477"><p>In general alignment isn't something that 5E really focuses on, but your campaign might, especially when deities are involved. </p><p></p><p>One question that I have to ask: how is he acting CN (or as you later put it "chaotic selfish")? CN is probably one of, if not the most misunderstood alignment D&D has ever had. Does he regularly break laws? Does he stand of up individuals, as opposed to groups? Does he just do random stuff because he's crazy? Or is he just a jerk? CN is the belief in personal freedom, unbound by others benefit (good) or harm (evil). This does not generally fit well with a protector (e.g. follower of Helm), so the deity would attempt to correct this action. </p><p></p><p>Unless he's a bad player (disrupts the game), booting him should not be required. </p><p></p><p>I suggest an RP solution, where the player can make decisions on the PC's future, but must accept consequences. I would have an angel/servant of Helm visit the character while alone, such as in his inn room or in a dream, making sure to highlight the glorious essence of the being to attempt to instill awe. Have the angel inform the player that Helm is displeased with his recent actions, noting a few things he's done recently that you believe has violated Helm's tenets. Give the player a chance to explain himself, because there may be a twisted logic behind his actions (or at least the player might make one up on the fly). If you seem satisfied by the response, I'd have the player make an Int/Religion check to compare his actions to the accepted norms (DC is up to you), revealing how his reasons may be faulty. If he offers no reasonable excuse, I'd have the angel warn of an oncoming disaster (current or the next adventure), and advise that Helm will be watching for "how you serve to protect the people." </p><p></p><p>A little while later, have an NPC talk to the character away from the others, saying something cryptic about how fickle the gods can be, winking at the PC. If confronted immediately (otherwise he disappears when the PC turns away), have the NPC calmly explain that he was once a worshiper of the gods, only to find most of them to be hypocrites. Basically he is a servant of another deity (I suggest Bane, but Shar or a CN god would work too), who will tempt him to turn away from the inflexibility of Helm.</p><p></p><p>During the adventure (whichever one you decide to test him on), keep tabs on all his indiscretions and positive actions, with the voice of the angel speaking to him about it when he prays for spells. By the end of the adventure, if the player hasn't done more good than harm, he hasn't changed his ways and have the angel reappear (alone again) and in a vengeful voice claim that he isn't worthy of the glory of Helm. The character will afterwards be unable to recover any class ability (including spell slots) once expended, nor can they cast rituals or change their spells. As soon as this is apparent, have the servant of the other god offer his condolences, and make the final push to convert him to the new god.</p><p></p><p>This should allow him to see his errors, make corrections if desired, or switch to the other deity. If they switch, he needs to change his domain to fit the new deity. The player will have full freedom to choose: change his ways, switch gods, or lose powers.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7569832, member: 6775477"] In general alignment isn't something that 5E really focuses on, but your campaign might, especially when deities are involved. One question that I have to ask: how is he acting CN (or as you later put it "chaotic selfish")? CN is probably one of, if not the most misunderstood alignment D&D has ever had. Does he regularly break laws? Does he stand of up individuals, as opposed to groups? Does he just do random stuff because he's crazy? Or is he just a jerk? CN is the belief in personal freedom, unbound by others benefit (good) or harm (evil). This does not generally fit well with a protector (e.g. follower of Helm), so the deity would attempt to correct this action. Unless he's a bad player (disrupts the game), booting him should not be required. I suggest an RP solution, where the player can make decisions on the PC's future, but must accept consequences. I would have an angel/servant of Helm visit the character while alone, such as in his inn room or in a dream, making sure to highlight the glorious essence of the being to attempt to instill awe. Have the angel inform the player that Helm is displeased with his recent actions, noting a few things he's done recently that you believe has violated Helm's tenets. Give the player a chance to explain himself, because there may be a twisted logic behind his actions (or at least the player might make one up on the fly). If you seem satisfied by the response, I'd have the player make an Int/Religion check to compare his actions to the accepted norms (DC is up to you), revealing how his reasons may be faulty. If he offers no reasonable excuse, I'd have the angel warn of an oncoming disaster (current or the next adventure), and advise that Helm will be watching for "how you serve to protect the people." A little while later, have an NPC talk to the character away from the others, saying something cryptic about how fickle the gods can be, winking at the PC. If confronted immediately (otherwise he disappears when the PC turns away), have the NPC calmly explain that he was once a worshiper of the gods, only to find most of them to be hypocrites. Basically he is a servant of another deity (I suggest Bane, but Shar or a CN god would work too), who will tempt him to turn away from the inflexibility of Helm. During the adventure (whichever one you decide to test him on), keep tabs on all his indiscretions and positive actions, with the voice of the angel speaking to him about it when he prays for spells. By the end of the adventure, if the player hasn't done more good than harm, he hasn't changed his ways and have the angel reappear (alone again) and in a vengeful voice claim that he isn't worthy of the glory of Helm. The character will afterwards be unable to recover any class ability (including spell slots) once expended, nor can they cast rituals or change their spells. As soon as this is apparent, have the servant of the other god offer his condolences, and make the final push to convert him to the new god. This should allow him to see his errors, make corrections if desired, or switch to the other deity. If they switch, he needs to change his domain to fit the new deity. The player will have full freedom to choose: change his ways, switch gods, or lose powers. [/QUOTE]
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