Vessel Death Division
From D&D Wiki
Edition 3.5e - -
Revamping[edit]
I am currently revamping all of the Divisions so I can add more I plan on at least making 40 different Divisions in total do be weary some of the abilities will change or be nerfed or buffed in consideration (I am doing this for the remainder of the next 2 weeks so expect changes
Name Death Division of Vessel Magic
summary The Death Division focuses on the manipulation of life forces, necromancy, and the power of death. Practitioners gain various abilities that allow them to control undead, drain life, and harness the energies of the departed.
levels 10
description
The Death Division is a specialized path within Vessel Magic, dedicated to the exploration and mastery of death-related abilities. Each level in Devout Vessel beyond the first grants one rank in the Death Division, up to a maximum of 10 ranks. Additional ranks can also be acquired through special feats or training related to death magic..
Abilities and Ranks[edit]
- Rank 1:
- First-Level Ability: You may use one first-level ability from the Death Division.
- Rank 2:
- First-Level Abilities: You may use two first-level abilities from the Death Division. - Second-Level Ability: You may use one second-level ability from the Death Division.
- Rank 3:
- First-Level Abilities: You may use three first-level abilities from the Death Division. - Second-Level Abilities: You may use two second-level abilities from the Death Division. - Third-Level Ability: You may use one third-level ability from the Death Division.
This pattern continues up to Rank 10, with the following abilities:
You can switch what abilities your using at the start of each day and or with 1 hour of concentration (your uses refresh every short rest via if you use all your uses in every ability and then take a short rest you get all of said uses back)
Upcasting and Downcasting[edit]
You can upcast and downcast abilities that allow it. For example, if you have three first-level abilities, you may choose to have one ability available for three uses or distribute them among three different abilities for one use each.
You may also for example use a second Rank Ability and turn it into 2 first Rank abilities
Progression and Special Features[edit]
- The Death Division grants additional abilities at each rank, focusing on necromancy, life-draining, and other death-related magic. - The abilities grow in power and complexity as you advance through the ranks.
1st Rank Abilities[edit]
Detect Death [Rank 1] This ability allows you to sense whether a creature is dead or alive. Benefit: You can detect the presence of life within a 60-foot radius. This ability allows you to identify living and dead creatures and their general condition (healthy, injured, etc.) within this range. You can use this ability at will, but it requires concentration and takes one round to focus.
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Immunity of the Undying [Rank 1] This ability grants you temporary immunity to one type of damage but increases your vulnerability to others. Benefit: You can choose to become immune to either slashing, blunt, piercing, or bleeding damage for 24 hours. However, upon using this ability, you take an additional 50% damage from all arcane and divine sources during this time.
Sense Magic [Rank 1] This ability allows you to detect magical auras and their effects. Benefit: You can sense the presence of magic within a 100-foot radius. This ability reveals the location of magical effects and spells currently in use, allowing you to identify their general strength and school of magic. You can use this ability at will, but it requires concentration for one round.
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Sense Aura [Rank 1] This ability enables you to perceive the auras of living beings around you. Benefit: You can detect the auras of creatures within a 100-foot radius, allowing you to determine their alignment and emotional state (e.g., fearful, angry, happy). This ability can be used at will, but it requires concentration for one round to focus on the auras present.
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Animate Fallen [Rank 1] This ability allows you to raise a creature you have killed as an Semi undead. Benefit: You can resurrect a fallen creature you have killed, provided they are at least 1 level weaker than you. The creature returns as a Pale Corpse but still technically alive but also dead, maintaining its morality but halving its hit points until it is true revived. They also have their AC halved. You can only resurrect one creature per use of this ability, and the fallen must have their head intact to be raised. While you have semi-control over the undead, they remain fully conscious and can choose to act according to their will. The undead follows your commands but retains its personality and motivations they can deny your commands at any moment but you get a +2 to all rolls against them
2nd Rank Abilities[edit]
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Bone Spike Summon [Rank 2] This ability allows you to summon bone spikes from the ground, piercing your target and dealing a mix of physical and necrotic damage. Benefit: You summon bone spikes under a target within 100 feet, dealing 1d6 piercing damage and 1d4 necrotic damage. You can upcast this ability to higher ranks, and for each rank you cast it at above Rank 2, you add an additional 1d6 piercing and 1d4 necrotic damage. Upcasting: Each additional rank increases the damage by an extra 1d6 piercing and 1d4 necrotic damage. Range: 100 feet.
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Skeletal Summon [Rank 2] This ability allows you to summon a skeletal version of a creature you have killed before. Benefit: You can summon the skeletal remains of a creature you’ve killed before, provided the creature was within your level range when it was alive. The summoned skeleton remains under your full control, but it only lasts for 24 hours. You can use this ability a number of times equal to half your Death Division Rank (rounded down). Limitations: The skeleton will have the same abilities it had in life but only half its hit points and AC. Duration: 24 hours.
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Bone Wings [Rank 2] This ability grants you the power to grow wings made of bone, providing you with limited flight capabilities. Benefit: You can sprout bone wings of any shape from your back, allowing you to fly at a speed equal to your Running speed. These wings are durable and can be reshaped at will. Duration: The wings remain as long as you wish, but dismissing them is a free action. Special: The wings can be used to glide or hover and or fly, and they are immune to piercing damage but vulnerable to blunt damage.
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Bone Crafting [Rank 2] This ability allows you to create simple weapons or armor out of magical bones, using your own hit points as a resource. Benefit: You can create a simple weapon or objects out of bones, where each hit point you spend contributes to the object’s size. Creating a weapon requires spending 5 hit points, which gives the weapon a length of 5 feet. You can craft items as large as 30 feet by spending additional hit points. These items are permanent unless destroyed. - Creating light armor requires 10 hit points per piece (e.g., chest plate, helmet, etc.). - Items created this way are considered magical, and each piece of equipment has an additional +1 bonus for every 5 hit points spent. Special: You can only craft simple weapons, Small Objects or light armor. You can shape the bones into any design or function as needed.
(Can be used 3 times per day each use of this ability)
((Additionally You can use 1ft of said item and convert it into 5 hitpoints for said item via if its 30 feet you can take away 10 and have 50 extra hp in said item due to condensing))
Every hitpoint adds 5 hp to said item
((You may also use the same amount of hp for 1 foot of said item to make it less then 1 foot however this will still take the same amount of hp as one foot via u could turn 1 foot into 1 inch,2inches,vice versa))
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3rd Rank Abilities[edit]
Form of Death [Rank 3] This ability grants you access to the Form of Death, allowing you to take on a skeletal, rotting form with specific benefits and drawbacks. Benefit: You can use the Form of Death ability, entering a rotting skeletal form for 24 hours. Each time you use this ability, you take 1d6 hit points of damage at the start. While in this form, you gain immunity to slashing and piercing damage, and all death abilities, but you take double damage from all divine damage and double fire-related damage. You can function without a head, but if you are beheaded, you take a -10 penalty to all rolls and deal half damage.
Upon the form's end, you take 1d10 necrotic damage
Advanced Bone Crafting [Rank 3] This ability allows you to create medium armor, large objects and heavier weaponry using magical bones, provided you have knowledge of the equipment. Benefit: You can now craft medium armor and heavy weapons in addition to light armor and simple weapons and Large Objects using magical bones. Creating medium armor requires 15 hit points per piece, while creating heavy weapons requires 10 hit points per weapon. Light weapons require 5 hit points, and all items can be designed and customized as needed. - Each hit point spent adds a foot to the length of the item (for weapons) or reinforces the armor’s durability (for armor). Up to a maximum of 60 feet - All items created this way are magical and permanent unless destroyed. Special: The bone-crafted items grant a +2 magical bonus to damage or defense for every 10 hit points spent. You may also change the color of said weapons armor or objects
Every hitpoint adds 10 hp to said item
((Additionally You can use 1ft of said item and convert it into 10 hitpoints for said item via if its 30 feet you can take away 10 and have 100 extra hp in said item due to condensing))
(Can be used 3 times per day each use of this ability)
Prerequisite: You must have knowledge of medium or heavy armor and weapons to craft them and or knowledge of the specific object.
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Bone Size Alteration [Rank 3] This ability allows you to change your physical size by manipulating your skeletal structure using vessel magic. Benefit: You can alter your size, increasing or decreasing by one size category (e.g., from Medium to Large, or Medium to Small). This effect lasts for 12 hours. You can use this ability a number of times per day equal to half your Death Division Rank (rounded down). - While increased in size, you gain advantage on Strength-based rolls and attacks but suffer a penalty to Dexterity checks. - While decreased in size, you gain advantage on Dexterity-based rolls and attacks but suffer a penalty to Strength checks. Duration: 12 hours. Special: This size change affects both your physical attacks and defenses, adjusting your reach and combat capabilities accordingly.
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Double Skeletal Summon & Animate Follower Mastery [Rank 3] This ability enhances your control over undead followers, allowing you to summon more at once and manage multiple animated undead creatures. Benefit: You can now summon two skeletons at once using your Skeletal Summon ability. Additionally, you can use the Animate Follower ability on up to four creatures at the same time, allowing you to control multiple undead followers simultaneously. - Summoned skeletons retain the same stats and limitations as before (half HP and AC). - Controlled followers remain fully conscious but are bound by your command, maintaining their original moralities. Special: The summoned skeletons last for 24 hours, and you can use this ability a number of times per day equal to half your Death Division Rank (rounded down).
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4th Rank Abilities[edit]
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Animate Fallen Upgrade [Rank 4] This ability enhances your existing control over the undead, allowing you to resurrect stronger creatures as your undead minions. Benefit: You can now raise creatures that are up to one level higher than yourself as undead, rather than only creatures weaker than you. These undead minions still have half HP and AC but maintain their original abilities and morality. Limitations: The raised undead remain under your semi-control, meaning they retain their personality and can still disobey you as per the original Animate Fallen ability. Special: You can now raise more powerful creatures, giving you access to stronger minions for tactical advantages.
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Bone Golem Creation [Rank 4] This ability allows you to create a powerful bone golem to serve as a guardian or offensive weapon. Benefit: By spending 40 hit points, you create a Bone Golem with 60 hit points. The golem is immune to piercing and slashing damage, takes half damage from necrotic, but takes double damage from all divine sources. The Bone Golem will remain active until it is destroyed in combat. Special: The Bone Golem has basic combat abilities but no advanced skills. It follows your commands without question, acting as a formidable protector or combatant. Deals 1d12 necrotic damage each hit
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Bone Crafting Upgrade [Rank 4] This ability further enhances your bone crafting skills, allowing you to create heavy armor and advanced weapons and to imbue them with Death Division-specific enchantments. Benefit: You can now craft heavy armor and any weapon you know how to wield. Additionally, you can enchant these creations with unique Death Division effects. The following enchantments can be applied: 1. Touch of the Fallen: For 20 hit points, you can add an enchantment that causes any living creature touching the item to take 2d10 necrotic damage. 2. Sacrificial Body: For 10 hit points, you can imbue armor or shields with a +5 AC bonus, but for each +5 bonus, you take a -5 penalty to your hit points. This enchantment can be stacked up to +15 AC. 3. Living Armor: For 40 hit points, you can add eyes, teeth, and a mouth to a specific piece of armor or weapon. The living component will latch onto any creature attempting to touch it, dealing 1d12 necrotic damage as the tongue lashes out with death energy. Special: These enchanted bone creations are highly effective in both offense and defense, providing you with strategic flexibility in battle.
4. Endurance Of Will I for 40 hitpoints the user if they are within 30 feet of this object they gain a damage reduction equal to Double there death Rank plus there will Save
5. Power of Wisdom I Every Point of wisdom you have (not the modifier. The entire Stat score) you Gain a extra 2 movement speed and gain a flightspeed per point in Wisdom within 30 feet of the object can be a passive
6. Power Of Intelligence I Every Point In Intelligence Not modifiers every Stat score, every point in Intelligence Adds a +1 to Ac In Misc, only works from a range of 30 feet and can be a passive
7. Power of Strength I For every point in Strength (not the modifier, but the entire stat score), you gain an extra 5 feet to the range of any melee attack made within 30 feet of the object. Additionally, each point in Strength adds a +1 bonus to all damage dealt with melee attacks. This effect is passive and remains active within 30 feet of the enchanted item.
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8. Power of Constitution I For every point in Constitution, you gain a +2 bonus to temporary hit points at the start of each turn while within 30 feet of the object. Additionally, each point in Constitution grants +1 to your saving throws against poison and disease. This effect is passive and activates within 30 feet of the enchanted item.
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9. Power of Charisma I For every point in Charisma, you gain +2 to all Persuasion and Intimidation rolls within 30 feet of the object. Additionally, each point in Charisma grants a +1 bonus to spell DCs for any spells you cast while within range of the object. This effect is passive and only functions within 30 feet of the enchanted item.
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10. Power of Dexterity I
For every point in Dexterity (not the modifier, but the entire stat score), you gain an additional +1 bonus to Evasion and +1 to ranged attack rolls when within 30 feet of the object. Additionally, each point in Dexterity grants +2 feet to your base movement speed. This effect is passive and remains active within 30 feet of the enchanted item.
11. Power of Health I
You gain a bonus to your natural armor class equal to A Quarter of your total hit points (rounded down) when within 30 feet of the object. This bonus stacks with other forms of natural armor but does not stack with magical armor. This effect is passive and only functions within 30 feet of the enchanted item.
12. Power of Armor Class I
For every point in your total Armor Class, you gain 1 temporary hit point at the start of each turn when within 30 feet of the object. These temporary hit points do not stack between turns, but refresh at the start of each turn. This effect is passive within the range of the enchanted item.
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13. Power of Speed I For every 5 Feet in your base movement speed, you gain +1 to your Armor Class as a misc bonus when within 30 feet of the object. This bonus is passive and applies only while you remain within range of the enchanted item.
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You may only put up to 4 enchantments on a single item but if u put more then 2 on a single item you must use a conduit via another magical item to store this each enchanted item counts as a enchantment if u do not have a conduit you must take 1d10 necrotic damage every extra enchantment you make also use all the enchanted items abilities at once from said condiut use then in unison or use a specific enchanted ability however this still takes the entire action
Every enchanted item put in a condiut only takes one enchantment slot from said condiut regardless of how many enchantments are on the item,the condiut works similarly to the infinity gauntlet for a example
Every hitpoint adds 20 hp to said item
((Additionally You can use 1ft of said item and convert it into 20 hitpoints for said item via if its 30 feet you can take away 10 and have 200 extra hp in said item due to condensing))
(Can be used 3 times per day each use of this ability)
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Animate the Living [Rank 4] This ability allows you to turn living creatures into undead minions, provided they meet certain criteria. Benefit: You can now transform living creatures into undead minions (Fallen), as long as they are at least 2 levels lower than you. These creatures retain half their HP and AC, as with the Animate Fallen ability, but they now serve you directly in undeath. Limitations: The animated living maintain their original morality and free will, though they are still bound to serve under your semi-control as with Animate Fallen. Special: Turning living creatures into undead allows for a broader pool of minions, increasing your strategic control over enemies in combat.
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5th Rank Abilities[edit]
Necrografting [Rank 5] This ability allows you to perform necrografts, the process of grafting undead or necrotic parts onto living or undead creatures to enhance their abilities. Benefit: You can graft necrotic or undead parts (limbs, organs, etc.) onto a living or undead creature. The grafted parts grant the creature new abilities, such as heightened strength, necrotic damage resistance, or additional limbs for combat.
(Can be used 2 times per day each use of this ability)
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Bone Crafting Mastery [Rank 5] This ability takes your bone crafting abilities to the next level, allowing you to create magic amulets and large items or objects up to a size of 120 feet. Benefit: You can now craft massive bone structures, such as fortifications, large weapons, or vehicles up to 120 feet in size, using your hit points as a resource. Additionally, you can create magical amulets imbued with Death Division magic, which can grant various benefits to the wearer (such as +2 to an ability score or resistance to a specific damage type). These amulets cost 30 hit points to create but they can hold a extra 3 enchantments. - Large objects require 50 hit points to create. - Amulets or other smaller magical items cost 30 hit points to craft. Special: Items crafted this way are considered magical and durable, with enchantments that you can customize. The items or amulets will last indefinitely unless destroyed.
Power of Strength II you can unleash a powerful attack that shoots a 100-foot long, 30-foot wide beam that deals 1d10 damage, plus an additional 1d10 for each point in Strength (not the modifier). This ability can be used 10 times per day.
You may also choose to expend all 10 uses in a single blast, but doing so will destroy the enchanted item. If you manually use all 10 uses in one go, the item loses its power for the rest of the day and will recharge the next day. This is a manual ability.
Power of Constitution II For every point in Constitution, you gain a +2 bonus to temporary hit points at the start of each turn while within 30 feet of the object. Additionally, you gain the ability to heal any creature within 100 feet for 10d10 hit points. This healing ability can be used 10 times per day, plus an additional number of uses equal to double your level and double your Death Rank. This effect Is Manual.
Power of Charisma II
For every point in Charisma, you gain +2 to all Persuasion and Intimidation rolls within 30 feet of the object. Additionally, instead of using just your Charisma modifier, you can add your entire Charisma stat (not the modifier) to its bonus effects, This effect is passive and functions only within 30 feet of the enchanted item.
Power of Dexterity II
For every point in Dexterity and +5 feet of movement speed within 30 feet of the object. Additionally, you can use this ability 3 times per day, plus your Death Rank, to increase your Armor Class by an amount equal to double your base feet speed for 3 turns. This effect is passive And Manual within range.
Power of Health II
Your natural armor class bonus is equal to Half Your hit points (rounded down) when within 30 feet of the object. This bonus stacks with natural armor but does not stack with magical armor. Additionally, you can add Half of your total hit points (rounded down) to your base attack bonus while within range of the object. This effect is passive within 30 feet.
Power of Armor Class II
For every point in Armor Class, you gain both damage reduction and regeneration equal to your Armor Class value. This effect is passive within 30 feet of the object and applies each turn.
Power of Speed II
for every 10 feet of base movement, you gain an extra standard action per turn, usable only within the range of 30 feet from the enchanted item. This effect is passive within the specified range.
You may only put up to 8 enchantments on a single item but if u put more then 4 on a single item you must use a conduit via another magical item to store this each enchanted item counts as a enchantment if u do not have a conduit you must take 1d10 necrotic damage every extra enchantment you make also use all the enchanted items abilities at once from said condiut use then in unison or use a specific enchanted ability however this still takes the entire action
Every enchanted item put in a condiut only takes one enchantment slot from said condiut regardless of how many enchantments are on the item,the condiut works similarly to the infinity gauntlet for a example
(Can be used 3 times per day each use of this ability)
Each hitpoint adds 40 hp to said item
((Additionally You can use 1ft of said item and convert it into 40 hitpoints for said item via if its 30 feet you can take away 10 and have 400 extra hp in said item due to condensing))
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Soul Forging [Rank 5] This powerful ability allows you to create an artificial soul, formed from a small piece of your own soul or anyone else's prior, if you possess it. Benefit: You can use a portion of your soul, along with 40 hit points, to create an artificial soul, which can be bound to an item or an undead creature. This soul grants the creature or object intelligence and a portion of your own will, allowing it to act independently while following your commands. Upon creating the artificial soul, you suffer a -3 penalty to all rolls for the rest of the day and the entirety of the next day as your body recovers from the strain. - The artificial soul can control basic functions and act autonomously, but it will prioritize your orders. - Objects or creatures imbued with an artificial soul gain +2 to all rolls and have their HP increased by 50%. Special: The artificial soul is semi-sentient and retains a fraction of your own personality, making it capable of learning and adapting over time.
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Death Division Enchantment Mastery [Rank 5] This ability allows you to imbue even more potent Death Division-specific enchantments into your creations. Benefit: You can now use the following new enchantments: 1. Soul Drain: For 40 hit points, you can enchant a weapon or piece of armor to drain the life force from enemies. Each time an enemy is struck by the enchanted item, they lose 1d12 hit points, and you regain half the damage dealt as healing. 2. Blood Pact: For 30 hit points, you can create an enchanted item that binds two creatures' life forces. When one creature takes damage, half the damage is transferred to the other bound creature. 3. Soulfire: For 50 hit points, you can add an enchantment that allows a weapon to deal an additional 2d10 necrotic damage with every strike. The weapon also ignores resistance to necrotic damage. 4. Void Armor: For 60 hit points, you can create armor that grants resistance to all physical damage (piercing, bludgeoning, and slashing). However, the wearer becomes vulnerable to radiant and holy damage. 5. Essence Consumption: For 35 hit points, you can enchant a weapon to absorb a portion of the enemy’s magical abilities. Every time the weapon strikes an enemy that uses magic, it drains 1 spell slot or ability use. 6. Bone Cage: For 25 hit points, you can enchant armor or an item to create a bone cage that traps and paralyzes any creature that touches it for one round (DC 15 Dexterity save to escape).
Special: These enchantments can only be applied to items created with your bone crafting abilities, and they must be tied to the Death Division's power of necrotic and death-related energies.
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(Can be used 3 times per day each use of this ability)
6th Rank Abilities[edit]
Soul Reaver [Rank 6] This ability allows you to steal the soul of a living creature, storing it within your body for future use. Benefit: You can extract the soul of a living creature (if it has one) by touching it or through magical means. The soul retains the hit points and attributes of the creature it was stolen from, and it is stored inside your body until you decide to use it. - The stolen soul can be used to enchant items, create powerful constructs, or empower your spells and abilities. - The soul remains bound to you until you release it, destroy it, or use it in another capacity. Special: You can only store a number of souls equal to your rank in this ability, and the souls are vulnerable to being freed if you are incapacitated or killed.
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Soul Animation [Rank 6]
This ability grants your bone creations full sentience by imbuing them with an entire soul rather than a fragment. Benefit: You can bring any of your bone creations to life, giving them a full soul and granting them intelligence and independence. The soul can be one you've created or a captured soul (such as from the Soul Reaver ability). - The animated creature gains full autonomy, intelligence, and loyalty to you. - The bone creation now has the stats of an intelligent, living creature, with its own actions and thoughts, though it will prioritize following your commands. Special: The soul-imbued creation retains the full hit points of the creature whose soul it bears and gains its resistances, immunities, and other abilities.
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Death Eye [Rank 6] This ability allows you to create a magical eye, costing 40 hit points, and imbue it with any enchantment from the Death Division. Benefit: You can create a floating, magical eye that is enchanted with any power from the Death Division, and it acts as an extension of your own vision and magical abilities. - The eye can be enchanted with abilities such as Soul Drain, Bone Cage, or any other Death Division enchantments. - You can use this eye to spy on enemies, control areas, or cast your necromantic powers from afar. Special: The eye is semi-autonomous and can follow basic instructions but is vulnerable to being dispelled or destroyed if attacked. If the eye is destroyed, you take 20 hit points of damage.
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Master Telekinesis [Rank 6] This ability allows you to control objects or creatures within 1,000 feet and up to 1,000 pounds in weight. Benefit: Your telekinetic powers have grown to the point where you can manipulate anything within a 1,000-foot radius, including heavy objects or even living creatures. - You can lift, throw, or otherwise control objects up to 1,000 pounds. - You can also target creatures, forcing them to make a Strength saving throw (DC 20) or be moved or restrained. Special: You can maintain control of multiple objects at once, but maintaining more than one object or creature increases the DC by +1 per additional object.
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Death Servant [Rank 6] This ability allows you to transform a living creature into a Death Servant, a powerful, bound entity with pitch-black skin, glowing red eyes, and long elf-like ears. Benefit: You can transform any creature at your level or lower into a Death Servant, binding their soul entirely to your will while they retain their original hit points and abilities. - The transformation grants the creature necrotic and blunt damage immunity, but they take double damage from fire, cold, divine, and holy damage. - The creature gains a sinister appearance, including blackened skin, glowing red eyes, and long elf-like ears, marking them as your servant. - They retain their intelligence, personality, and abilities but are completely loyal to you and cannot act against your commands. Special: A creature can resist the transformation with a Will saving throw (DC 15 + your Will modifier). You can only have up to 10 Death Servants at any given time, and the bond lasts until the creature is killed or the connection is severed through magical means.
7th Rank Abilities[edit]
Bone Architect [Rank 7] This ability allows you to create entire buildings and large structures with your bone crafting powers. Benefit: You can construct a building or structure up to 10,000 feet in size using your bone creation abilities, but it requires a detailed blueprint to guide the construction process. - Creation Process: The creation takes 3 full turns to complete. During this time, you must remain focused and undisturbed. - You can choose to either create the structure all at once (at the end of the 3 turns) or build it gradually over time, piece by piece. - The structure will be imbued with magic, making it durable and resistant to decay, and it can have specific enchantments tied to the Death Division. Special: You must create or obtain a detailed blueprint of the building before this ability can be used. Once the building is created, it is permanent unless destroyed.
Each hitpoint counts as 100 when adding hp to this ability (via if you use 100 hitpoints it would add 1000 feet to said building
(Can be used 3 times per day each use of this ability)
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Death Division Enchantment Mastery II [Rank 7] This ability allows you to access 10 additional potent Death Division enchantments for your creations. Benefit: You can now use the following new enchantments:
1. Soul Trap: For 70 hit points, you can create an item or structure that traps the souls of creatures that die within a 100-foot radius of the enchanted object. The souls remain trapped until released or consumed. 2. Necrotic Aura: For 50 hit points, an item can radiate an aura of necrotic energy, dealing 1d10 necrotic damage per round to any living creature within a 30-foot radius. 3. Phantom Step: For 40 hit points, you can enchant an item that allows its wearer to become incorporeal for up to 10 seconds, allowing them to pass through walls and avoid attacks. 4. Gravebind: For 60 hit points, you can enchant an object to bind a soul to a location, preventing resurrection or escape from death within that area unless the object is destroyed. 5. Curse of Ages: For 80 hit points, you can imbue a weapon with a curse that ages the target 10 years with each successful hit. 6. Life Leech: For 50 hit points, you can create an item that siphons life from nearby living creatures, dealing 2d12 damage per round and healing its wielder for half the amount. 7. Bone Shroud: For 20 hit points, this enchantment creates a protective layer of bone around a target, granting them +5 AC and resistance to piercing damage for 1 hour. 8. Soulblade: For 65 hit points, you can enchant a weapon to sever a piece of a creature’s soul with each hit, reducing their maximum hit points by 5% per hit. 9. Death Mark: For 50 hit points, you can mark a target with a necrotic sigil that tracks their location and makes them more vulnerable to necrotic damage (+1d8 per hit). 10. Reaper's Grasp: For 70 hit points, this enchantment allows a weapon or item to nullify healing for any creature struck by it for 1 minute.
You may only put up to 12 enchantments on a single item but if u put more then 8 on a single item you must use a conduit via another magical item to store this each enchanted item counts as a enchantment if u do not have a conduit you must take 1d10 necrotic damage every extra enchantment you make also use all the enchanted items abilities at once from said condiut use then in unison or use a specific enchanted ability however this still takes the entire action
Every enchanted item put in a condiut only takes one enchantment slot from said condiut regardless of how many enchantments are on the item,the condiut works similarly to the infinity gauntlet for a example
Every hitpoint adds 40 hp to said item (Can be used 3 times per day each use of this ability)
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Soul Fragmentation and Body Transfer [Rank 7] This ability allows you to create multiple bodies by fragmenting your soul or using stolen souls, granting you the ability to switch between vessels at will. Benefit: You can split a fragment of your soul or place a stolen soul into another vessel’s body (a living or undead body), allowing you to control multiple bodies at once. - You can switch between these bodies at any time, instantly transferring your consciousness to the vessel of your choice. - At all times, you can see and hear through the eyes and ears of your vessels, allowing you to monitor your surroundings across multiple locations. - Each vessel retains the hit points and abilities of the body it inhabits but follows your commands or acts autonomously if you are not directly controlling it. Special: If one of your vessels is destroyed, the soul fragment within it is lost unless you retrieve it. You can control up to 3 vessels at a time, and you may transfer between them.
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8th Rank Abilities[edit]
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Death Division Enchantment Mastery III [Rank 8] This ability grants you access to 5 additional powerful Death Division enchantments for your creations. Benefit: You can now use the following new enchantments, each requiring 100 hit points to imbue an item or structure:
1. Soul Bypass: This enchantment allows you to bypass damage reduction and immunities. For each instance of damage reduction or immunity bypassed, the damage dealt is increased by 50%, and if the target is immune to the damage type, the damage is doubled instead.
2. Death's Grasp: An item imbued with this enchantment can drain life force directly from living creatures. When the wielder hits a target, the attack deals an extra 3d10 necrotic damage, and the wielder heals for half of the necrotic damage dealt.
3. Spectral Penetration: This enchantment enables your attacks to ignore cover and concealment. Any attack made with the enchanted item can strike creatures hiding behind barriers or invisible foes, dealing an additional 1d10 force damage.
4. Doomed Fate: A weapon with this enchantment can curse its target. When you hit a creature, it must make a saving throw against your Will save. On a failure, the target takes an additional 4d12 necrotic damage and is afflicted with a disadvantage on saving throws for 1 minute.
5. Banshee's Wail: This enchantment causes an item to emit a terrifying wail that strikes fear into the hearts of enemies. When activated, all creatures within a 60-foot radius must succeed on a Wisdom saving throw against your Will save or take 6d6 psychic damage and be frightened for 1 minute.
You may only put up to 16 enchantments on a single item but if u put more then 12 on a single item you must use a conduit via another magical item to store this each enchanted item counts as a enchantment if u do not have a conduit you must take 1d10 necrotic damage every extra enchantment you make also use all the enchanted items abilities at once from said condiut use then in unison or use a specific enchanted ability however this still takes the entire action
Every enchanted item put in a condiut only takes one enchantment slot from said condiut regardless of how many enchantments are on the item,the condiut works similarly to the infinity gauntlet for a example
(Can be used 3 times per day each use of this ability)
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Finger Of Death [Rank 8] This ability allows you to unleash a powerful necrotic attack at a target within 100 feet. Benefit: You can point at a target within 100 feet, causing it to take necrotic damage based on your willpower. - Damage: The target takes 20d10 necrotic damage. - Saving Throw: The target can attempt a DC of 20 + your Will save + your Strength modifier to halve the damage taken.
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Death Servant Army [Rank 8] This ability expands your capacity to create Death Servants. Benefit: You can now create up to 5 Death Servants at once, raising your total limit to 30 Death Servants. - Each Death Servant retains its own soul and has the same hit points as it did in life, but they gain pitch-black skin, red glowing eyes, and elongated elf-like ears. - They are immune to necrotic and blunt damage but take double damage from fire, cold, divine, and holy damage. - A creature must succeed on a DC 15 + your Will save to resist becoming a Death Servant.
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9th Rank Abilities[edit]
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Lesser Artifact Creation [Rank 9] This ability allows you to create a powerful lesser artifact using your life force. Benefit: By spending 100 hit points and concentrating for 1 Minute, you can forge a lesser artifact imbued with necrotic energy or other magical properties. - Artifact Properties: The artifact can grant unique abilities, enhance spells, or provide powerful enhancements to the wielder allowing any number of enchantments or spell slot to store in it and or souls, depending on the intended design. The artifact remains permanent unless destroyed or willingly relinquished. - Creation Process: The process requires a clear intention and a detailed vision of the artifact’s purpose, allowing you to customize its properties during creation.
You may only put up to 40 enchantments on a single item but if u put more then 20 on a single item you must use a conduit via another magical item to store this each enchanted item counts as a enchantment if u do not have a conduit you must take 1d10 necrotic damage every extra enchantment you make also use all the enchanted items abilities at once from said condiut use then in unison or use a specific enchanted ability however this still takes the entire action
Every enchanted item put in a condiut only takes one enchantment slot from said condiut regardless of how many enchantments are on the item,the condiut works similarly to the infinity gauntlet for a example
You may also put Abilities,Spells,and Effects on said for example you could store 10 Raise Fallen on said artifact Vice Versa
((Additionally You can use 1ft of said item and convert it into 100 hitpoints for said item via if its 30 feet you can take away 10 and have 1000 extra hp in said item due to condensing))
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Pocket Realm of Servants [Rank 9] This ability allows you to create a pocket realm to store your minions,Items,Objects and servants after their demise. Benefit: You can establish a pocket realm of your design that measures 100,000 by 100,000 feet. - Realm Creation: The realm can be tailored to your specifications, including its landscape, environment, and features. - Dissipation: If you die, the pocket realm dissipates. However, upon your return, the realm reappears, preserving any changes made prior to your death. - Usage: You can summon and release your servants from this realm at will, providing a sanctuary for them between battles.
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Necrotic Sphere [Rank 9] This ability allows you to conjure a massive ball of necrotic energy, unleashing devastating damage. Benefit: You can create a giant 100-foot ball of necrotic energy that deals immense damage upon impact. - Damage: The sphere deals 50d10 necrotic damage to all targets in the area of effect. - Duration: The sphere lasts for 3 turns, dealing damage each turn to creatures caught within its radius. - Casting Time: It takes 1 full turn to cast this ability, and the necrotic energy does not affect you. - Visual: The sphere emits an eerie glow and a palpable aura of decay as it hovers in the air.
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10th Rank Abilities[edit]
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Living Death Transformation [Rank 10] This ability allows you to transform into a unique subrace that embodies Death And Chaos Benefit: By spending 1 hour concentrating, you can shift into a state that makes you both entirely alive and entirely dead, granting you access to special abilities and attributes. - Transformation Effects: In this state, you gain enhanced powers, including increased resistance to damage, improved necrotic abilities, and a more profound connection to the realm of death. - Duration: The transformation lasts forever https://www.dandwiki.com/wiki/Deathshadow_(3.5e_Race)
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Supreme Regeneration [Rank 10] This ability grants you unparalleled regenerative capabilities, allowing you to recover quickly from injuries. Benefit: You regain hit points equal to your level + Constitution modifier + Will modifier + 10 + your Death rank + Your ac + Your Damage Reduction every turn for up to 24 hours. - Regeneration of Limbs: You can regenerate lost limbs and body parts over the course of 1 minute, regrowing them completely as if they were never lost. - Limitations: This regeneration effect cannot restore lost soul fragments or magical effects that prevent healing.
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Black Oozing Death [Rank 10] This ability allows you to corrupt a large area with pure necrotic energy, inflicting damage upon living and divine creatures. Benefit: You can cover a 1,000 by 1,000 foot radius in pure death energy, causing any living or divine creature within this area to take 10d10 necrotic damage per turn for the duration. - Area Effect: The entire ground in this radius transforms into a black ooze that is difficult to traverse. - Duration: This effect lasts for a number of turns equal to your Will save, during which creatures must navigate the hazardous terrain and endure the continuous damage.
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Eternal Realm Preservation [Rank 10] Upon reaching this rank, your pocket realm no longer dissipates upon your death. Benefit: When you die, you are transported to your pocket realm instead of experiencing final death. - True Revival: You can remain in your realm for up to 1 week, after which you can be True Revived if not revived beforehand. - Realm Features: You retain control over your realm, allowing you to modify it and maintain it as a sanctuary for your servants and yourself.
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