Before he was king, Creaton was the only son of an impoverished artist, Nile the Sculptor who – after mistakenly sculpting a senator’s statue at the wrong height – had his hands broken and his license to conduct work in his home city, Grand Tylos, revoked. As Creaton grew, he learned to share his father’s passion for the craft of creation and quickly took to the quill and paper. He enjoyed drawing fantastical things and drafting stories that told of mighty heroes and daring adventures! It was, he decided, his calling to create and thus his father came to call him by a nickname ‘Creating Creaton’. Also like his father, Creaton could never find peace in the life of a peasant, the life of disease, pain, and suffering that defines the underworld that bustles beneath the gilded roads of ‘civilized’ society.
The day of his coronation, following his victory at the Battle of Tylos Wall Creaton did not dawn the ornate, expensive crown of Tylos’ former king. Instead; he produced his own crown, one he’d created for and wore to the aforementioned battle that gave him brilliant powers. The crown is an alloy of Marble Kraken Ink and gold from the coins of a Treasure Golem. Together, these components come together to grant whoever wields the crown, should they be worthy and good like the hands that forged it, the power to create from sheer will and determination whatever they can imagine.
The crown’s golden spires take the shape of quills, an homage to the pens Creaton used as a child to create his art and would use now as king to create a new, better, just world. Four magical gems decorate the crown’s surface and serve as the conduits by which the crown can access its wearer’s imagination.
Kingdom of Creation. While you wear and are attuned to the crown, you can use an action to magically tap into your imagination. The crown glows a brilliant sky-blue and gold aura and produces one of the following effects:
you create 10 in any combination of CR 1 creatures,
you create 5 in any combination of CR 2 creatures, or
you create one CR 10 creature.
You choose what creatures are created in this way but can only select from monstrosities, beasts, and/or constructs. Creatures created in this way appear anywhere you choose within a 60 ft. radius of you so long as there is sufficient space for them to occupy. If there is not enough space, the creature’s that don’t fit fail to be summoned.
Any creature you create with this property obeys your commands without question and exists for one hour, until you use a bonus action to dispel them, or until their health is reduced to zero, at which point they dissolve into sky-blue light. Once you have used this property, it can’t be used again until the next dawn.
Creative Spellcaster. The crown has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you wear the crown, you can use an action to spend any number of charges to cast a spell of a level equal to the charges spent with ‘create’ or ‘creation’ in the spell name (save DC 18). Two examples: you spend seven charges to cast a level 7 spell or you spend 2 charges to cast a level 2 spell.
The Quill, Creaton’s Sword
“The pen is mightier than the sword, so I made a sword that was a pen.” - King Creaton
Weapon (any sword), legendary (requires attunement)
Late in his youth, at age 14, Creaton lost his father to disease and was left utterly alone in a harsh world. With nobody to care for him, or even to offer advice, Creaton was faced with an existential dilemma – pursue his art and go hungry or give it up and eat. To a young, hungry boy, this decision virtually made itself, and Creaton enlisted in a youth branch of Tylos’ military where he quickly learned how the world worked.
In Creaton’s first year of military service, he was sent to the front lines. Being a child, he was not assigned combat duties. Instead; he was charged with tasks to care for prisoners of war held at White Knuckle Walls – his primary task: rationing and pouring water to captives. During this impossible tasks of deciding who got to drink and who; frankly, had to die, Creaton came to be friends with some prisoners. He learned, among other things, that these enemies of the state were not villains and demons but regular, suffering people like him – some of whom shared a deep love for art as he.
Co’lan Dorr was a young, elven girl similar in age to Creaton. She was one of his many wards to whom he would feed water and he was infatuated with her. Immediately, he admired her from the other side of the fence. She was beautiful by every metric and Creaton found himself sneaking away from his bunk to speak with her, just to be near her, and – over time – she grew to see him as less of a Tylosian militant and more of a scared, lonely boy. Beyond their shared humanity; however, the two shared a passion for art, and Creaton was swept away with her undying passion for her craft, singing. On a regular basis, he would find her turning the painful circumstances of her life in the prison into something magical, something hopeful. He would spend every free hour he could listening to her. Perhaps it reminded him to have hope, that he too could find the beauty in the pain, that he should have stayed with his art.
Then there came a day when Creaton rushed, as usual, to visit Co’Lan only to find her dead, killed by a guard who’d thought her singing was a coded message. Creaton’s rage was immediate and matched only by his guilt. At once he wondered why he had never moved to help her, to free her from this captivity. He hadn’t felt it was possible, but should he not have been inspired by her will to create music in this godless place? Shouldn’t he have at least tried, he wondered. From that day forward, Creaton vowed he would do two things: return to his art, and liberate those people who were victims of the senators and kins that wage wars, both foreign and domestic, on both sides of the fence. This he was able to accomplish with a single weapon, The Quill that was both a sword and a pen that he forged after his escape from Grand Tylos with the help of an old wizard, Morlawn Ole.
The sword’s iron blade has been shaped into that of a fountain pen. The handle is a hollow, wooden vessel within which a deep, dark ink is held.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
While the sword is on your person, you are proficient in all artisan’s tools and have advantage on rolls made to create something with any kind of artisan’s tools.
Artist’s Alchemy. As a reaction, when you are hit with a weapon attack, you may parry the damage. When you do, the ink of The Quill turns your pain into power and you gain one Power Dice (1d20). This property can't be used more than thrice before needing a long rest.
Whenever you roll with advantage, you can roll as many Power Dice as you have in addition to your advantage and use the highest roll among them.