PRINCESS LUCINDA: IMPERIAL ENVOY TO THE REALMS
A Campaign Setting Character
In the vast multiverse of D&D, many powers seek to expand their influence. Among these is Princess Lucinda Nightbane, a wickedly intelligent young imperial witch who has taken it upon herself to tour the various realms as an "envoy" of her interdimensional empire - though whether this is an official appointment or merely her own amusement remains delightfully unclear.
Appearing as a regally composed 13-year-old girl in Victorian gothic attire, Lucinda brings her own unique brand of imperial oversight to the realms she visits. Those who show proper respect and etiquette might find themselves with a powerful, if capricious, ally. Those who fail to acknowledge her station often find themselves transformed into various small creatures or objects .
While her ultimate goals remain her own, Lucinda claims to be "evaluating" the various realms for potential imperial interest. Whether this means peaceful diplomatic relations or eventual conquest largely depends on how much she's been annoyed on any given day. She's been known to aid adventuring parties that intrigue her, though such help often comes with strings attached and usually involves someone being transformed into something unpleasant.
Accompanied by her drake Hotspur and occasionally visited by her more diplomatic sister Millicent, Lucinda brings a unique mixture of aristocratic disdain, magical prowess, and wickedly playful humor to any campaign. She can serve as patron, antagonist, or wild card - though she would insist she serves no role but her own.
Campaign Role: Princess Lucinda works best as a powerful neutral force that players must carefully navigate. She's not evil in the traditional D&D sense - she has no interest in destroying the world or unleashing demon lords. Rather, she's an imperious young witch who believes absolutely in her right to rule and will transform those who annoy her without a second thought.
Name: Princess Lucinda Nightbane
Type: Medium Humanoid (Imperial Witch), Lawful Evil
Level: 20 Witch Princess (Custom NPC)
Armor Class: 18 (Due to magical protection)
Hit Points: 150 (20d8 + 60)
Speed: 30 ft., fly 60 ft. (via magical broom)
STR: 10 (+0)
DEX: 14 (+2)
CON: 16 (+3)
INT: 20 (+5)
WIS: 18 (+4)
CHA: 20 (+5)
Saving Throws:
INT +11
WIS +10
CHA +11
Skills: Arcana +11 History +11 Intimidation +11 Persuasion +11
Damage Immunities: Psychic
Damage Resistances: All magical damage
Condition Immunities: Charmed, Frightened, Poison
Senses: Truesight 60 ft., passive Perception 14
Languages: Common, Imperial, Infernal, Draconic
Special Features:
Imperial Presence: Lucinda has advantage on all Charisma checks. Creatures that would oppose her must make a DC 18 Wisdom saving throw or become Frightened until the end of their next turn.
Magical Prodigy: She can cast spells without needing material, somatic, or verbal components. Her spells cannot be counterspelled unless the counterspell caster is of a higher level or has an artifact that allows it.
Reality Warping: As an action, Lucinda can alter local reality within her sight. Creatures within the area must make a DC 20 Charisma saving throw or be affected by the change (e.g., gravity, time flow, spatial dimensions, etc.). This can be used to create beneficial effects for herself or allies or harmful effects for enemies.
Actions:
Transform (At Will): A creature Lucinda targets must succeed on a DC 20 Charisma saving throw or be permanently transformed into an object or creature of her choice. Only a Wish spell or similar powerful magic can reverse this effect.
Mass Transform (1/Day): Lucinda can use her Transform action to affect up to 10 creatures at once. Each targeted creature must make a DC 20 Charisma saving throw to resist the transformation.
Legendary Actions (3 per round):
Cast a Spell: Lucinda can cast one of her known spells that takes 1 action to cast.
Transform a Creature: She can use her Transform action.
Teleport: She can teleport up to 60 feet to an unoccupied space she can see.
Lair Actions: (Only available when in her domain, such as her apartment or secret garden in Central Park)
On initiative count 20, Lucinda can take one of the following lair actions:
Spellcasting:
Spellcasting Ability: Charisma, as her magical power stems from her imperial heritage and force of personality.
Spell Save DC: 19 (8 + Proficiency Bonus + Charisma Modifier)
Spell Attack Modifier: +11 (Proficiency Bonus + Charisma Modifier)
Spell Slots: Given her level, she would typically have spell slots as follows for a 20th-level spellcaster:
1st: 4 slots 2nd: 3 slots 3rd: 3 slots 4th: 3 slots 5th: 3 slots 6th: 2 slots 7th: 2 slots 8th: 1 slot
9th: 1 slot
However, due to her "Magical Prodigy" feature, she doesn't need to prepare spells and can cast them at will, potentially ignoring the traditional slot system for narrative purposes. Here's how you might adapt her spells:
Spells Known:
Cantrips (At Will): Mage Hand Prestidigitation Shocking Grasp Minor Illusion
1st Level: Charm Person Magic Missile Shield
2nd Level: Invisibility- Suggestion Mirror Image
3rd Level: Counterspell Dispel Magic Fireball
4th Level: Polymorph Dimension Door
5th Level: Dominate Person Wall of Force
6th Level: Chain Lightning Mass Suggestion
7th Level: Plane Shift Etherealness
8th Level: Dominate Monster Power Word Stun
9th Level: Wish
Special Spellcasting Features:
At-Will Casting: Lucinda can cast any spell from her known list at will, bypassing the need for spell slots for narrative purposes. However, for balance in gameplay, you might decide that casting beyond her normal slots could have narrative repercussions like temporary magical fatigue or attracting unwanted magical attention.
Custom Spells:
Transform: This isn't a standard spell but a custom ability. It's her signature move, allowing permanent transformation (see below)
Mass Transform: A more potent version of her transformation magic, affecting multiple targets.
Reality Warping: This isn't a spell per se but an ability to alter reality, which could be likened to a combination of Wish and Miracle effects, used strategically in her domain or when the narrative demands it.
When integrating these into gameplay or a website, remember that these are tailored for narrative control rather than strict combat balance. Her spellcasting should reflect her personality, focusing on manipulation, transformation, and control rather than raw destructive power.
Transform (Custom Ability):
Description:
With a flick of her wrist or a snap of her fingers, Lucinda can enact profound changes upon any creature she can see within 60 feet. This transformation transcends the boundaries of normal magic, ignoring the constraints of physics, biology, or conventional spellcasting.
Mechanics:
Form and Composition:
Change in Form: Lucinda can transform the target into any creature or object, regardless of its original form. This includes mythical creatures, inanimate objects, or even abstract concepts (e.g., turning someone into a shadow or a breeze).
Size and Dimension: She can alter the size of the target dramatically, making it as small as a grain of sand or as large as a building, without concern for conservation of mass or energy. The transformation can include changes in dimensionality (e.g., making someone two-dimensional or expanding them into a three-dimensional object from a flat image).
Composition: The new form can be composed of any material or combination of materials, such as turning flesh into stone, metal, or even intangible substances like light or darkness. The target could be given attributes like elasticity, transparency, or any other property Lucinda desires.
Biological and Physical Considerations:
Bypassing Biology: Normal biological systems aren't necessary for the transformed entity to survive. For example, a creature could be headless yet still sentient and alive, capable of perceiving and interacting with its environment in ways Lucinda decides.
Ignoring Physics: The transformation need not adhere to the laws of physics. Gravity, inertia, or even the need for sustenance can be altered. An object or creature can float, move through solid matter, or exist in environments where it logically shouldn't (like a fish breathing air).
Additional Effects:
Minor Abilities: Lucinda can grant minor magical or physical abilities on a whim. For example, she might transform someone into an animal with the ability to speak human languages, or an object with the power to emit light or absorb sound.
Consciousness and Perception: The transformed entity retains its consciousness unless Lucinda decides otherwise. They can perceive the world around them in their new form, although their senses might be altered or expanded according to their new composition. Lucinda can also decide how much of the original mind remains, potentially altering memories or personality traits.
The transformation is permanent unless Lucinda reverses it or a spell of immense power (like Wish) is used. Even in the case where the transformed entity is destroyed (e.g., an object shattered or a creature killed), the consciousness can remain within the fragments, awaiting reformation if Lucinda decides to reverse the spell.
The transformation is instantaneous but can be extremely disorienting or even painful for the target, depending on Lucinda's whim. Once transformed, the target might need time to adjust to their new senses or form, but this adjustment period can also be dictated by Lucinda.
The only true limitation is Lucinda's imagination and her field of vision. She must see the target to transform it, and she cannot bring back the dead unless the death was caused by magic.
This ability makes Lucinda an extraordinarily powerful figure in any setting, bending reality to her will in ways that go beyond what standard spells can achieve. She uses this power both as a form of control and as a means of entertainment, often with a disregard for the well-being or consent of those she transforms.
Story Hooks:
The local magistrate has mysteriously turned into a goat, disrupting the order of the court. The players are hired to investigate the case, only to uncover that a young girl, bearing an uncanny resemblance to descriptions of Princess Lucinda, was seen near the courthouse. This event could be the first in a series where Lucinda transforms prominent figures to assert her dominance or simply for her amusement. The party must navigate through a maze of political intrigue and magical misdirection, possibly confronting Lucinda or negotiating with her to reverse the transformations.
An art gallery in the city has become famous overnight, showcasing pieces that appear to be alive. Paintings move, sculptures speak, and the centerpiece is a statue that looks eerily like a known noble, now missing. The museum curator, desperate and fearful, seeks the party's help to understand this phenomenon. They'll discover Lucinda's signature magic at play, where she's transformed critics into art pieces. The campaign could involve a heist-like mission to either free these individuals or confront Lucinda about her artful curses.
The Disappearance at the Ball:
During a grand ball, several guests vanish without a trace, leaving behind only their clothes and accessories. The host, a duke, is frantic as he believes this could lead to a scandal or worse, a coup. Evidence points towards a young girl with violet eyes who was last seen with the missing. This hook leads to a mystery where the party must uncover Lucinda's motives, possibly leading to a confrontation at her lair or a diplomatic approach to save the transformed party-goers.
Campaign Ideas:
The Reign of the Witch Princess:
In this campaign, Lucinda has decided to openly claim a piece of the world as her new empire. She transforms leaders, changes landscapes, and creates magical anomalies. The party must rally forces, gather magical items, or even seek the help of Lucinda's sister, Millicent, to restore order or negotiate peace. This could involve quests to learn ancient magic to counter Lucinda's spells, diplomatic missions to other realms, or even a rebellion against her rule.
Set in a world where magic is slowly re-emerging due to Lucinda's influence, the campaign focuses on the societal changes brought about by her powers. Players might be part of an organization trying to understand and control this new magic, facing both the benefits and the chaos Lucinda's spells create. They'll need to decide whether to ally with her, oppose her, or find a balance that benefits humanity.
Ant Farm:
The players awaken in a peculiar realm, lush and vibrant, yet oddly contained by an invisible, unyielding barrier. The landscape here is a miniature version of their known world, with mountains, forests, and a kingdom all squeezed into what feels like a confined space. The denizens of this kingdom, bewildered and panicked, share the players' confusion. After exploring and attempting multiple times to breach the transparent wall, they encounter an old sage who has pieced together their predicament through divination.
The sage reveals they are all within a magical snow globe on Princess Lucinda's desk, a whimsical experiment or perhaps a lesson in humility. The players must navigate this tiny world, dealing with the politics and survival in a land where space is limited, resources are scarce, and the weather is controlled by Lucinda's mood. They can try various escape methods:
Toad You So:
After a misstep or an insult towards Princess Lucinda, the players find themselves transformed into toads, their gear and abilities stripped away, left in a swampy, overgrown part of a city park. They must now survive for 24 hours in this vulnerable state, where predators see them as easy meals, and the environment is harsh.
DM Notes for Using Lucinda:
Narrative Over Combat: Lucinda is best used as a narrative device rather than a combatant. Her abilities make direct confrontation nearly impossible for most parties, so encounters should focus on negotiation, investigation, or the consequences of her actions rather than physical battles.
Moral Ambiguity: Lucinda isn't inherently evil but is certainly mischievous and power-hungry. Her actions can be seen from different perspectives; some might view her transformations as punishments, others as art or even mercy. This ambiguity can lead to rich role-playing opportunities and moral dilemmas for players.
The Power of Transformation: Use her transformation ability to affect the game world dynamically. She can turn allies into enemies, enemies into allies, or even alter the landscape. This should be sparingly used to maintain impact but can be a fantastic way to introduce twists or new challenges.
Allies and Enemies: Highlight the relationships Lucinda has, especially with her sister Millicent. Millicent can serve as a mediator, a source of information, or even a rival to Lucinda, giving players options in how they approach Lucinda.
Consequences: Every action Lucinda takes should have consequences that ripple through the campaign world, from political upheaval to magical anomalies. Players should feel like they're dealing with the fallout of her whims, whether they're trying to stop her, work with her, or just survive in the world she's reshaping.
Player Agency: Give players ways to interact with or counteract Lucinda's magic. Maybe there are ancient spells, artifacts, or alliances they can forge that can protect against her or even reverse her transformations, ensuring they have a role in the narrative beyond being bystanders to her power.
DM introduction:
"As you navigate through the chaos of the city, signs of strange magic are everywhere. Pigeons recite poetry, a lamppost waves at passersby, and there's a distinct lack of people in what should be a bustling market square. Instead, you find frogs in suits, cats playing chess, and a broom sweeping the street on its own.
Then, amidst this surreal scene, you spot her. She's a young girl, no more than a teenager, yet there's something regal about her. Her hair, dark as the night sky, catches the light with an unnatural sheen, shifting colors like oil on water. She dresses like a dark fairy tale princess, with a red dress that seems too grand for this world, accented with black, and silver jewelry that sparkles with an eerie glow.
Her expression is one of amusement, her violet eyes darting around with a mix of mischief and superiority. She's watching her handiwork, clearly the source of all this madness. You see her lips curl into a smirk as she notices you, and she casually raises a finger, pointing at a man who's just round the corner, too curious for his own good.
With a snap of her fingers, the air shimmers, and where the man stood, now floats a translucent, glowing balloon in the shape of a human head, still wearing his hat, still blinking in shock. The crowd gasps, some laugh, but all are frozen in a mix of awe and terror.
She turns to face you, her voice cutting through the air with a playful, yet commanding tone, 'Welcome to my little performance. I'm Lucinda, the one who decides what's real and what's... well, not. Remember, in my world, I'm the one who writes the rules.'"
Princess Lucinda as an Ally:
"Should you find yourself in the rare position of having Princess Lucinda Nightbane as an ally, consider yourself both fortunate and under scrutiny. With her at your side, your enemies might think twice before acting against you, knowing her penchant for turning adversaries into inanimate objects or creatures of her whim. Her vast magical knowledge can open doors to realms unseen, providing solutions to problems no mortal could solve. However, be mindful; her alliance comes with a price. She expects entertainment, loyalty, and perhaps a bit of chaos in your endeavors. Cross her, and you might find yourself admiring the world from the perspective of a teacup or a pigeon."
Princess Lucinda as an Enemy:
"Encountering Princess Lucinda as an enemy is like stepping into a nightmare where reality itself is your adversary. The air around her seems to warp, and with each snap of her fingers or wave of her hand, the world bends to her dark desires. She could turn your strongest ally into a doormat or your fortress into sand, all while laughing at the absurdity of it all. Her magic knows no bounds, transforming not just bodies but minds, erasing memories, or compelling you to act against your will. Her presence is a constant reminder that anything you cherish can be taken, reshaped, or simply made to vanish into the ether. There's no escape, no resistance against her whims, only the hope that she tires of her game before you're completely undone."
Patron Features:
1st: Charm Person, Disguise Self
2nd: Alter Self, Suggestion
3rd: Animate Objects, Major Image
4th: Polymorph, Hallucinatory Terrain
5th: Modify Memory, Dominate Person
Patron Boons:
Reality's Whim (1st Level): Once per long rest, you can cast Polymorph without using a spell slot, but only to transform someone into something humorous or trivial (like a toad or a teacup). The transformation lasts until the end of your next long rest unless you choose to end it earlier.
Capricious Curse (6th Level): You learn the Bestow Curse spell, which you can cast once per long rest without expending a spell slot. The curse must reflect Lucinda's playful or punitive nature, like causing the target to speak only in rhymes or to leave a trail of rose petals.
Transformative Surge (14th Level): When you roll for a Wild Magic Surge, you can choose to transform a creature you can see within 30 feet into something comical or bizarre for 1 minute, instead of rolling on the Wild Magic Surge table.
Empress's Mandate (18th Level): Once per long rest, you can command a reality-altering effect within a 60-foot radius. You can alter gravity, create or destroy minor structures, or change the properties of objects (like making water flammable). This effect lasts for 1 minute or until you dismiss it as a bonus action.
General Rules for Both:
Personality Influence: Both Sorcerers and Clerics might develop traits or quirks reminiscent of Lucinda, like a love for mischief, a disdain for mundane affairs, or a particular fondness for dramatic entrances and exits.
Magic and Morality: Their magic often involves bending or breaking the natural laws in ways that can be seen as cruel or humorous. However, Lucinda's followers must navigate the fine line between her chaotic nature and the potential harm they might cause, often under the guise of "teaching lessons" or providing "amusement."
Patron/Deity's Whims: Lucinda's favor can be fickle. Both Sorcerers and Clerics might occasionally face challenges or quests directly from Lucinda, which could involve transforming someone or something to prove their loyalty or creativity. Failure to entertain or please might lead to temporary punishments or transformations by Lucinda herself.
Cleric - Lucinda,Goddess of Whimsy and Transformation
Domain: Transformation
Domain Spells:
1st: Disguise Self, Charm Person
3rd: Alter Self, Suggestion
5th: Animate Objects, Hypnotic Pattern
7th: Polymorph, Hallucinatory Terrain
9th: Dominate Person, Geas
Domain Features:
Bonus Proficiency: Gain proficiency in Deception or Performance.
Whimsical Blessing (1st Level): When you cast a spell that changes the form, appearance, or behavior of a creature, you can add your Wisdom modifier to one damage roll or saving throw DC of the spell.
Channel Divinity: Transformative Touch (2nd Level): You can use your Channel Divinity to touch a creature, transforming it into an animal or object of your choice (similar to Polymorph) for up to 1 hour. This transformation must have some element of humor or irony.
Divine Strike (8th Level): Once on each of your turns when you hit a creature with a weapon attack, you can cause the strike to deal an extra 1d8 psychic damage. If the target is transformed by you or an ally, the damage increases to 2d8.
Capricious Avatar (17th Level): You can use your action to assume the form of a creature you've seen before for up to 1 hour, once per long rest. This transformation gives you all the abilities of the new form (as per Shapechange), but it must reflect Lucinda's sense of humor or irony, potentially turning you into something absurd or unexpected.
We need your consent to load the translations
We use a third-party service to translate the website content that may collect data about your activity. Please review the details in the privacy policy and accept the service to view the translations.