Religion (The Seventh Sun)

From D&D Wiki

Jump to: navigation, search

Pre-Sermon[edit]

Post-Sermon[edit]

Worship[edit]

Religous Institutions[edit]

The Gods[edit]

- At the end of their lives, stars have two options: to die via supernova, or live on in an eternal hunger

- Traditionally, celestials can only die when they go supernova or after they evaporate

- When choosing to live on, stars collapse into black holes and consume everything to try and quench their endless hunger

- Under regular circumstances these beings stay in this state for a near infinite amount of time till which they evaporate and cease to exist

- Under extremely rare circumstances, some celestials are able to escape the inescapable black hole prison and are able to roam free

- These are the beings referred to as the Malebranche

The Empyrean[edit]

Hamal the Magician (Alpha Arietis)[edit]

The Vandyke of Brísingamen[edit]

A New Friend (1)

You gain a proficiency in animal handling, if you already were proficient then you gain advantage on all animal handling checks

A New Friend (2)

A New Friend (3)

A New Friend (4)

A New Friend (5)

A New Friend (6)

Aldebaran the Ruler (Alpha Tauri)[edit]

Pollux the Creator (Beta Geminorum)[edit]

Altarf the Sage (Beta Cancri)[edit]

Regulus the Rebel (Alpha Leonis)[edit]

Spica the Explorer (Alpha Virginis)[edit]

Zubeneschamali the Jester (Beta Librae)[edit]

Antares the Hero (Alpha Scorpii)[edit]

Kaus Australis the Innocent (Epsilon Sagittarii)[edit]

Deneb Algedi the Lover (Delta Capricorni)[edit]

Sadalsuud the Caregiver (Beta Aquarii)[edit]

Alpherg the Orphan (Eta Piscium)[edit]

The Malebranche[edit]

Alichino The Innocent[edit]

art done by John Harris

- Alichino has the incredible power of punishment. He exacts justice on those deemed worthy of punishment, however, he is never satisfied with his work or the world around him.

- Alichino was the third of the Malebranche to come into being

- He wishes only for happiness, but is cursed with an eternal melancholy

- For a time he sought out happiness from Farfarello, but was left feeling lonely and isolated

- Believing that Farfarello had tricked him, Alichino attacked Farfarello and bound her to her nook

- For several thousand years after, Alichino existed alone

-

The Gallows of Mirth[edit]

- The Gallows of Mirth exists as an infinitely large grey desert with a single pyramid at its center surrounded and flanked by several, large stone monoliths

- In the sky sits an eclipsed sun that will never set

- When characters enter The Gallows of Mirth they are given a punishment that they must accept and endure

Barbariccia the Orphan[edit]

Cagnazzo the Hero[edit]

Calcabrina the Caregiver[edit]

Ciriatto the Explorer[edit]

Draghignazzo the Rebel[edit]

The Manifold Garden[edit]

Stone of Giramphiel[edit]

On your turn, when choosing to conjure a Bound Shadow using a bonus action allows the creation of up to two Bound Shadows while a full action allows for the creation of up to twelve Bound Shadows.

An Unwilling Commitment (1)

Your shadow max is 1.

You are now able to conjure Bound Shadows whenever your character is in a place where they cast a shadow themselves. When conjuring a shadow, your own shadow enlarges and then a portion of it pulls itself from your shadow proper forming a Bound Shadow (similar to mitosis). Bound Shadows can exist an infinite distance away from your character but cannot communicate except for conventional face to face interaction. The exception to this rule is that your character is able to command all living Bound Shadows to return to you immediately.

Another ability you have at this stage is that as an action, you are able to tether your Bound Shadows onto various creatures. When this happens the shadow must follow and monitor the creature until it is recalled and given a new task or tether.

Gain dark-vision

The Initiate to the Cult (2)

Your shadow max is 4.

Your Bound Shadows are now able to invade the dream space of sleeping creatures in your stead. While the Shadows inhabit a creatures dream, both persuasion and intimidation rolls are made with +1 per tethered shadow. In order for this ability to work, you must first tether a number of shadows to a creature and give them an order like "Make the Baker sell bread for 1 copper when he wakes up". Then, at your shadows earliest convenience, they will invade the Bakers dreams and you will roll persuasion with all added bonuses. Then, when the Baker wakes up he will follow the command given by the shadows in his dream.

The Acolyte of the Devil (3)

Your shadow max is 9.

As an action you are able to consume all Bound Shadows tethered to a creature in exchange for damage. The creature being attacked must pass a DC14 Dexterity saving throw or take damage equal to (the number of tethered shadows)d4 necrotic damage. On a save, the creature takes half damage.

The Blind Aspirant (4)

Exhaustion Level Description
1st You can only travel at a slow pace
2nd All checks are made without added bonuses
3rd
4th
5th
6th
7th You are Unable to Remain Awake

Your shadow max is 16.

Due to your growing strength in the shadow arts, at night Bound Shadows are practically oozing from your person. However, once you are unconscious you are unable to contain the Bound Shadows within yourself. While you are asleep, or otherwise unconscious, or otherwise unconscious other creatures are unable to sleep restfully within a 1000ft. If other creatures are sleeping within range of you, they will awaken with one level of exhaustion. Exhaustion follows the table to the right.

The Diviner of Darkness (5)????????????????????????????????

Your shadow max is 25.

cleaving through shadows gives your damage a multiplier - (total damage dealt - number of shadows cleaved) * (1 + (number of shadows cleaved * 0.5) )

The Agent of Shadow (6)????????????????????????????????????????????

Your shadow max is 36.

as a reaction, untethered shadows can be used to absorb damage

The Oracle at Limbo (7)?????????????????????????????????????????

Your shadow max is 49.


The Herald of Destruction (8)??????????????????????????????????????????????

Your shadow max is 64.

you are able to swap place with any shadow that you are able to see

Farfarello the Lover[edit]

art by Pyeongjun Park I believe

- Farafrello has the incredible power of connection. She is able to manipulate fate to influence how people and events are connected and take place, however, she is unable to ever find true companionship.

- Farfarello was the fifth of the Malebranche to come into being

- She yearns connection, however, is cursed with Isolation

- At one point, she was in love with Alichino

- For a time they lived together in Farfarello's file

- Nearly a milenia ago, the two suffered a falling out and Alichino attacked Farfarello

- Alichino nailed Farfarello to an obelisk overlooking their bed and bound her to her nook forever

The Deserted Sanctuary[edit]

- The Deserted Sanctuary exists as an infinitely large pure white area dotted with ink black pillars and a single crimson bed

- The crimson bed is situated in what can be assumed is the center of the nook, and the black pillars dot the surrounding area

- When characters enter The Deserted Sanctuary they are immediately isolated from their parties and must proceed alone

Graffiacane the Creator[edit]

- Graffiacane has the incredible power of creation. He is able to create almost anything, however, he is cursed to never be able to control or manipulate his creations.

Libicocco the Jester[edit]

Lives somewhere[edit]

name of the ability tree[edit]

gets a cool ability to transmute his blood (white stone) into a mystical branching material that is used to pin and eleminate enemies

Malacoda the Sage[edit]

The Library of Babel[edit]

Rubicante the Magician[edit]

The Eternal Circus[edit]

Challice of Jamshid[edit]

The Ivory Dram (1)

As an action, when you touch a desired object a thin film of pure white liquid flows out, encasing the object in an incredible hard white stone near instantly. If the object is a weapon then the weapon gains a +1 to both a attack and damage rolls for 1 hour. If the object is an armor piece then that piece gains a +1 to AC for for 1 hour.

Inception of Dread (2)

By concentrating for two actions and touching the ground, you are able to cause tendrils of white stone to radiate outwards forming a 15ft white stone circle to form. You are only able to maintain one stone circle at a time and all trees and grass within the circle are absorbed by the stone and destroyed. When the effect ends the stone melts back into the ground but the foliage is not replaced. The circle lasts for as long as the caster is within its bounds and all friendly creatures within its bounds gain advantage on all rolls other than attack rolls.

Ulceration of Despair (3)

As a bonus action, you are able to conjure one 2m long white stone needle from your hand. To you, the needle weighs practically nothing but to others it weighs nearly 20lbs. Once conjured, the needles are considered active and a player can only a number of needles active equal to their subclass level plus proficiency bonus times two. These needles can be used in any number of ways, including but not limited to, being thrown like a javelin (2d8) or being swung like a staff (1d12). Additionally, you are able to destroy any needle that you have created if it is within your sight.

Antithetic Convergence (4)

As an action, you are able to manipulate any source of white stone (needle or otherwise) into new weapons or other miscellaneous object. These objects are known as constructs and last for up to 1 hour from construction. If a construct is a weapon, it gains +2 to both attack and damage rolls. If the construct is armor then it provides +1 to whatever regular armor it is mimicking.

Brittle Convictions (5)

Day by day, the path you walk brings you farther and farther away from the person you started as. Your blood is no longer red but a milky white, your skin has lost all color, and your eyes look like two perfectly white pearls. To others you look more dead than alive at this point and to the unknowing townsmen and village folk, you are the embodiment of their worst nightmares. From this point on, you have disadvantage on all positive interactions with common people (persuasion and others) and advantage on all negative interactions with common people (intimidation and others).

Propagation of Anguish (6)

As a bonus action, you are able to conjure three stone needles from near your hands. Each needle you conjure has identical properties to the others and are indistinguishable from one another. Additionally, you are able to destroy any needle within 100ft of your person or if it within line of sight.

Concentration of Agony (7)

By concentrating for two actions and touching the ground, you are able to cause tendrils of white stone to radiate outwards forming a 30ft white stone circle to form. You are only able to maintain one stone circle at a time and all trees and grass within the circle are absorbed by the stone and destroyed. When the effect ends the stone melts back into the ground but the foliage is not replaced. The circle lasts for as long as the caster is within its bounds and all friendly creatures within its bounds gain advantage on all rolls other than attack rolls. Additionally, hostile creatures within the bounds of the stone circle cannot cast spells and magical items and constructs are disabled for the duration.

By concentrating for one action and touching the ground you are able to manipulate the formation process to create simple shapes and structures. These constructs lose the buffs described above and simply act as easy terrain for one hour after casting. Additionally, due to the nature of the white fluid, you are unable to construct enclosed spaces or voids surrounded by the white stone. In the case that you try to create such a space, the void is first closed trapping all creatures inside then filled with white stone liquid. All creatures trapped in this manner are transported to the casters interstice where they are deposited in the state they were trapped.

The Show-Starter (8)

As a bonus action, you are able to conjure five stone needles from near your person. Each needle you conjure starts out identical to all other needles but you are now able to alter the shape and properties of any needle that you can visibly see. For example,one thing you can do is make your needles barbed so that they cannot be removed easily from the wounds of enemies. Additionally, you are able to destroy any needle you have conjured at any time.

Scarmiglione the Ruler[edit]

- Scarmiglione has the incredible power of control. He is able to dominate the wills and influence almost any creature, however, he is unable to create anything out of his will.


Back to Main Page5e HomebrewCampaign Settings The Seventh Sun

Home of user-generated,
homebrew pages!


Advertisements: