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View Full Version : (3.5 & 5E) Caush clerics and you, the god of stabbing things repeatedly (PEACH)



Jervis
2022-06-11, 07:38 PM
This is part of a recent effort i'm making to record and refine some homebrew i made for a setting. This setting was built for 3.5 but for... depressing reasons i'm converting as much as is possible to 5e design standards. That said i'm still posting both versions when i can. This one is for one of the major gods of the setting, Caush the god of war. War in the sense that he's a true neutral god who loves nothing more than seeing people, especially his follower's, kill each other in fights. No reason, no logic, no malice or hate, no love or ambition, just senseless two sided fighting. He accepts followers of any alignment with his only rule being that you can never kill a noncombatant and can never kill in secret. I'll have each segment spoilered for your convivence. And yes he's over all suppose to be a antagonist loose canon most people don't like and his church is a very good fit for antagonists. And for some fun context, i wont post it here but he does have stats. He's a god with 8 int and almost no bunus to sense motive/insight outside pure wis so a cleric that legitimately tricks him isn't unlikely. Think of him as a parody/deconstruction of what would happen if the stereotypical low int barbarian attained godhood.


Caush; God of Slaughter
Caush is the god of war, slaughter, rage, savagery, and stabbing things. He became the high god of war in the plane of Velerani after a bet in which he defeated each existing god of war from each pantheon in single combat. This title mean that, on Velerani, he is the highest authority on all things regarding the war domain. Meaning that he requires no worship and draws strength from the presence of war on the plane, and that any worship towards gods of war from clerics who possess the war domain also lends strength to him. Very few gods on Velerani hold the position of high god over a domain as strong as war, even fewer can claim to have gained that position through such a savage method.

Appearance: Caush usually appears as a humaniod with black hair, red eyes, and between four and twelve arms. When appearing in visions or artwork as an animal he typically takes the form of a bull, elephant, ram, or some beast ridden into battle, though he is occasionally depicted as a lion. Caush himself prefers to be associated with creatures that don't kill for food and instead creatures that fight for territory or out of simple aggression, as he considers senseless violence superior to violence taken out of a need for self preservation.

Holy Animals: Caush followers have great respect for bull elephants, orca whales, and any other animal which is strong and kills for sport or territory.

Holy Symbol: Caush followers usually wear medallions made of bronze, iron, or stone with a carved pattern of a shield with two weapons behind it. These weapons and the appearance of the shield vary by region. Caush himself recognizes any such symbol as being dedicated to him, even if that wasn't the intention. However he requires such a symbol to be carved into a shield or weapon, or be made from a weapon which was broken.

Favored Weapon: All

Alignment: True Neutral. Caush himself has very little care for philosophy or morality. He only wishes for people to fight no matter the cause. He doesn't really care if people even die in a fight as long as the fight was entertaining. Caush worshiping clerics who do not subscribe to this philosophy often end up fighting one another, much to Caush himself's amusement. In such cases he is more than happy to aid both of them.

Followers: Caush accepts followers of any alignment so long as they wish to fight and follow his laws.

Lore: Caush is a god who is well known but little understood. This information can be gained with a Religion skill check.

DC 5: Caush is a war god who just wants more fighting
DC 10: Caush is a god with many powerful followers, he supports anyone who wants to fight regardless of the reason.
DC 15: Caush is a god with many human children, they're dangerous.
DC 20: Caush revives dead warriors that impress him for one night so they can visit people they care about

Tenants of Caush: Caush has very few rules. He only demands that his followers have some reason to fight, be it selfish or noble, and enjoy doing so. In terms of conduct he demands that no one kill those unable to defend themselves, such as the sick, young, elderly, or noncombatants, though this rule generally only applies to kill for the sake of killing, not for the sake of fighting. If a person can pick up a weapon and point it at you, no matter their condition, caush believes that they can fight. He however hates those who kill people who do not try to fight, such as serial killers or those who kill from a distance without giving their enemies a chance to fight back. He also hates those who kill in secret, believing that any victory should be worn with pride.

Children of Caush: Caush believes those who die in battle should be honored, especially when they impressed him. Those who die in combat might be mysteriously raised from the dead and brought to the ones they care most for a single night. Those who are remember being sent home from whatever conflict they died in. These nights can be spent with friends, family, or any group of people the noble dead cared about. These often lead to visits with wives and lovers. In such a case any child that results will be born with red eyes and jet black hair, as well as unusual strength and skill with weaponry. In all of recorded history every such child has been a woman. Caush followers believe that any male child born in such a way would be a avatar of Caush himself. As such the church of Caush, under orders from their god, will seek out any such child soon after their birth and offer to raise them. A offer that is often initially refused, but usually taken at some time before the child's fifth year. The god's violent tendencies tend to express strongly in the young who are often strong enough to break a grown man's bones with their grip alone at a very early age. As such, most of Caush's children are raised by the church.
Author's Note: Yes this is suppose to be disturbing. The person revived has their own free will in tact but Caush's power means that any child they father in this case will be effectively Caush's child.



The children of Caush is a lengthy term used to refer to the Morigana. Morigana as a term is used only to refer to Caush's daughters with humans, but no son of Caush has ever been confirmed so in practice Morigana is the term people use. The morigana are similar in many ways to aasimar, native outsiders with a sliver of a greater deity's power. Morigana can in theory be members of any species but the majority of them are mothered by humans. Theologists believe this is the result of some favoritism Caush has towards humans, though the reason is unknown. Some speculate that it's because he respects their short life spans in relation to their achievements, while some who are less friendly to humans believe he just thinks they're "violent and stupid just like him".

Morigana find their life pulled on strongly by Caush's influence, the blood of a god is hard to resist. They usually feel emotions, anger, hate, and love especially, much more strongly than others. As such they find it harder to control their impulses. Without direct efforts to control their emotions they tend towards outbursts of violence. In addition most of them have some natural fascination with the smell and appearance of blood, with it bringing some ingrained joy even to those who find the aspect of killing distasteful. While many see them as inherently violent, the more accurate description would be to say they feel everything strongly. They love and hate and laugh and cry and fight more strongly than almost anyone else.

Most Morigana are raised by the church of Caush to serve as mercenaries. The clerics of the church as well as most of the Morigana raised under their care offer their services to the highest bidder, with the lion share of their earnings going to the church itself. This money funds the church's activities and allows them to continue their tradition of raising Morigana they find in the world. Most Morigana never really know their parents and only know the life of strict training the church provides. The church focuses on honing their natural instincts and training them to serve as sellswords. Many of the high ranking priests within the church abuse their position to have the church's forces back some conflict which will benefit them personally. Caush himself doesn't particularly care with some philosophers holding the position that his clerics have tricked him.

The few Morigana not raised by the church often end up as bandits, war lords, folk heros, knights, etc. They tend to end up fighting regardless. Those Morigana who leave the church usually end up finding some manner of trouble or conflict as well. Caush himself sees to it that his children have chances to find glory as often as possible, even if they don't want it.

Morigana 5e
Morigana are in many ways a variant of aasimar changed by their relation to the god Caush. The ones raised by the church tend to serve as Paladins, Fighters, or Clerics. Those raised outside of the church tend to be fighters or barbarians, though many of them are also divine soul sorcerers.
ASI: +2 Strength & +1 Constitution. If using Tasha's cauldron of everything rules then instead increase one ability score by 1 and another by 2, or increase three ability scores by 3.
Age: Morigana age as quickly as humans. They live to around 100 years, their relationship with Caush gives them little in the way of extended life span. However they do not take penalties associated with old age.
Size: Morigana are typically medium, but can be small if their mortal parent was a small race.
Speed: Base walking speed 30 ft.
War God's Knack: Morigana have proficiency in all simple and martial weapons as well as light armor, Caush grants all with his blood inherent knowledge of all weapons of war.
War God's Might: Once per turn when a Morigana makes a Strength or Dexterity ability or skill check (but not attack roll or saving throw), they can roll 1d4 and add the result to their roll.
War God's Wrath: When you hit a creature with a weapon attack, you can make a strength athletics check contested by that creature's strength athletics or dexterity acrobatics check, on a success you can push that creature 5 feet in any direction into an unoccupied space.
Languages: Common and one language of your choice.

Morigana 3.5
Morigana are native outsiders with the blood of the god of war flowing in their veins. They are often clerics or favored souls of Caush, with many more taking levels in fighter, barbarian, warblade, or crusader.
Ability Scores: +2 strength, +2 Dexterity, +2 Constitution, -2 Wisdom
Type: Morigana are outsiders with the native subtype
Size: Medium
Speed: 30 feet
Skills: Morigana have a +2 racial bonus to all climb, jump, swim, balance, ride, tumble and intimidation checks, as well as a -4 racial penalty to all sense motive checks.
War God's Blessing: Morigana have proficiency in all weapons (including exotic weapons) and with all shields (except tower shields), Morigana also treat 3/4 of their character level as their fighter level for the purposes of qualifying for feats that require a fighter level unless their fighter level would be higher.
Wield Oversized Weapon: Morigana count as one size category larger for determining the size of weapon they can use without penalty.
Level Adjustment: +1 LA
Languages: Any Nonsecret language as bonus languages.
Favored Class: Crusader



Clerics of the conquest domain worship gods of war and combat, they often serve as elite soldiers. In Velerani these are often clerics of Caush or some other war game. In Fearune many worship Bane.

Domain Spells



Level
Spell


1st
Shield, Cause Fear


3rd
Blindness/Deafness, Hold Person


5th
Fear, Haste


7th
Phantasmal Killer, Wall of Fire


9th
Dominate Person, Steel Wind Strike



Bonus Proficiencies
You gain prophecy with Martial Weapons, Heavy Armor, and the Intimidation skill.

Wartime Magic
You learn the Booming Blade and Green Flame Blade cantrips, these count as cleric spells for you but do not count against you maximum number of spells known.

Fearmonger
When you deal damage to a creature on your turn you can use a bonus action to make a charisma (intimidation) check apposed by their wisdom (insight) check. If you succeed they become frightened of you until the start of your next turn. If they succeed they cannot be frightened of you for 1 hour. If a creature is frightened of you they must use their movement on their turn to move away from you.

Channel Divinity: Divine Power
Starting at 2nd level, you can use your channel divinity to imbue yourself with untold might. As a bonus action you can present your holy symbol to fill yourself with power for 1 minute. During this time you gain the following benefits.

While you are not using a shield, you gain a bonus to your AC equal to your proficiency bonus
You gain a bonus to strength (athletics) checks, charisma (intimidation) checks, and constitution saving throws made to maintain concentration on a spell equal to your wisdom modifier
You gain 1d6 + half your cleric level temporary hit points at the start of your turn
You have advantage on charisma (intimidation) checks


Improved Divine Power
At 6th level your channel divinity improves. While you Divine Power channel divinity is active whenever you cast a cleric cantrip with a casting time of 1 action, you can make a weapon attack as part of the same action.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Shared Divine Power
At 17th level you gain the ability to share your power with those around you. While your Divine Power channel divinity is active, friendly creatures within 30 feet deal additional damage equal to your wisdom modifier with their weapon attacks.




Any cleric of caush can, and usually does, select the war domain. But most priests within the church train to join the ranks of his elite war priests While not required, this means that many of them forsake other aspects of their god's portfolio to embrace war fully.

War Cleric of Caush ACF
You forsake the greater complexity of your deity to embrace his love of war and conflict more fully.
Requirement: Patron Deity Caush
Level: 1st
Replaces: If you select this ACF you only choose a single domain, this domain must be the war domain
Benefit: You may select Weapon Focus (all) with your War domain granted feat and gain proficiency in all weapons. As a swift action, you can expend one use of your Turn Undead ability, if you do you may treat your BAB as being equal to your effective cleric level (for the purposes of turning undead) for a number of rounds equal to your cleric level. This cannot exceed your character level. Treat 3/4 of your cleric level as your fighter level for the purposes of qualifying for feats that require a fighter level.
Normal: Clerics of the war domain who worship Caush and do not select this ACF can select any weapon with which to gain proficiency and the weapon focus feat.

Weapon Focus (all)

Prerequisites: Base Attack Bonus +1, Proficiency in all weapons, must worship Caush. Morigana ignore all prerequisites of this feat.
Benefit: You gain a +1 bonus on all attack rolls made with weapons. This does not stack with any other weapon focus feat.
Special: This feat can be used in place of any other weapon focus feat for the purposes of meeting prerequisites. When selecting a feat which requires a weapon focus feat and can apply to multiple weapons, it's benefits apply to every weapon that feat could normally be applied too, but not to weapons which it could normally not apply. For example the Weapon Specialization feat would apply to all weapons however the Lightning Mace feat would still only apply to light maces.



(Meta note: In my setting i banned base class paladin (for 3.5 anyway) and replaced it with PRC paladin modified to be a 9/10 casting prc. So i made a bunch of variant "paladins" for important gods. This is Caush's)
The most elite of Caush's followers often rise to a position of great power and prestige. They live and breath for battle of any kind. Caush only awards this power on those who slay another of his followers in battle. The mercenary work done by members of the church means that this is often done unintentionally, though many seek this out by challenging other members of the faith to a duel.

Prerequisites
BaB: +4
Spellcasting: Ability to cast 3rd level divine spells, access to the War domain
Feats: Weapon Focus (all), Weapon Specialization (all), Power Attack
Special: Must have killed a divine spellcaster who worships Caush in battle

Hit Die: d10
Skill Points: 4 + int
Class SKills: Any you possessed previously as class skills are class skills for you




LevelBase Attack BonusFort Save
Ref SaveWill SaveSpecial
Spells


1st
+1
+2
+0

+2 Detect Conflict, Bonus Feat--


2nd
+2
+3
+0

+3 Turn Undead, Holy Wrath+1 level of existing spellcasting class


3rd
+3
+3
+1

+3Divine Grace+1 level of existing spellcasting class


4th
+4
+4
+1

+4Divine Arsenal +1+1 level of existing spellcasting class


5th
+5
+4
+1

+4Pounce+1 level of existing spellcasting class


6th
+6
+5
+2

+5Divine Arsenal +2+1 level of existing spellcasting class


7th
+7
+5
+2

+5Conqueror's Presence+1 level of existing spellcasting class


8th
+8
+6
+2

+6Divine Arsenal +3+1 level of existing spellcasting class


9th
+9
+6
+3

+6Channel Divine Power +1 level of existing spellcasting class


10th
+10
+7
+3
+7Divine Arsenal +4+1 level of existing spellcasting class



Spellcasting
At each level after 1st you advance your abilities in one spellcasting class you previously had by 1 level for the purposes of determining your caster level, spells per day, spells known, and other abilities related to spellcasting.

Detect Conflict (SU)
As a standard action you can determine the direction of the nearest conflict currently occurring, the distance it is away from you, and how long that conflict has lasted. When you do so you also learn which creature's you can see have killed another creature within the last 24 hours.

Bonus Feat
You gain one bonus feat of your choice, this feat must be a feat from the fighter bonus feat list and must be one for which you meet the prerequisites.

Turn Undead (SU)
You add your levels from 2nd level and beyond to your levels in other classes for determining your effective level for turning undead. If you can't turn undead you gain the ability to turn undead as a 4th level cleric.

Holy Wrath (SU)
At 2nd level you gain the ability to imbue your weapons with holy power. As a free action once per turn you can spend a use of your Turn Undead ability to grant yourself a bonus to attack rolls equal to your charisma modifier until the end of your turn, if you hit a creature with a weapon attack during that time you can deal additional damage equal to your effective level for turning undead.

Divine Grace (SU)
At 3rd level you gain a bonus to all saving throws equal to your charisma modifier.

Divine Arsenal (SU)
At 4th level you gain the ability to summon forth a weapon from Caush's personal armory. As a free action you can summon a weapon from this armory, this can be any weapon made of any material typically used for weapons, these weapons have a +1 enhancement bonus to attack and damage rolls and remain for 1 round/effective turning level before vanishing. You can summon a weapon with this feature a number of times per day equal to your class level.

At 6th level these weapons can have a +2 enhancement bonus, at 8th this increases to +3, and at 10th it increases to +4.

Pounce (EX)
At 5th level you gain the ability to make a full attack at the end of a charge, see the pounce monster special ability.

Conqueror's Presence (SU)
At 7th level you gain the ability to channel divine energy to weaken foes and strengthen allies. As a standard action you can unleash a threatening howl of battle that creates a magical aura that extends for 500 feet. Any hostile creature within that aura takes a -4 penalty to attack rolls while any creature within the aura you consider an ally gains a +4 moral bonus to attack rolls. This aura lasts for 1 round/effective turning level. You can use this ability once per day.

Channel Divine Power (SP)
At 9th level you gain the ability to cast the Divine Power spell as an action as a spell like ability at will.

Abuzorg
2022-06-13, 02:59 PM
I love all the details you created for the fluff of this deity. I won't comment on everything, but I can say a few things about the 5e conquest domain.



Clerics of the conquest domain worship gods of war and combat, they often serve as elite soldiers. In Velerani these are often clerics of Caush or some other war game. In Fearune many worship Bane.

Domain Spells



Level
Spell


1st
Shield, Cause Fear


3rd
Blindness/Deafness, Hold Person


5th
Fear, Haste


7th
Phantasmal Killer, Wall of Fire


9th
Dominate Person, Steel Wind Strike



Bonus Proficiencies
You gain prophecy with Martial Weapons, Heavy Armor, and the Intimidation skill.

Wartime Magic
You learn the Booming Blade and Green Flame Blade cantrips, these count as cleric spells for you but do not count against you maximum number of spells known.

Fearmonger
When you deal damage to a creature on your turn you can use a bonus action to make a charisma (intimidation) check apposed by their wisdom (insight) check. If you succeed they become frightened of you until the start of your next turn. If they succeed they cannot be frightened of you for 1 hour. If a creature is frightened of you they must use their movement on their turn to move away from you.

Channel Divinity: Divine Power
Starting at 2nd level, you can use your channel divinity to imbue yourself with untold might. As a bonus action you can present your holy symbol to fill yourself with power for 1 minute. During this time you gain the following benefits.

While you are not using a shield, you gain a bonus to your AC equal to your proficiency bonus
You gain a bonus to strength (athletics) checks, charisma (intimidation) checks, and constitution saving throws made to maintain concentration on a spell equal to your wisdom modifier
You gain 1d6 + half your cleric level temporary hit points at the start of your turn
You have advantage on charisma (intimidation) checks


Improved Divine Power
At 6th level your channel divinity improves. While you Divine Power channel divinity is active whenever you cast a cleric cantrip with a casting time of 1 action, you can make a weapon attack as part of the same action.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Shared Divine Power
At 17th level you gain the ability to share your power with those around you. While your Divine Power channel divinity is active, friendly creatures within 30 feet deal additional damage equal to your wisdom modifier with their weapon attacks.


The main thing with this domain is that the AC portion of the Divine Power Channel Divinity is too strong. Having a +4 bonus to AC at level 9 is really busted IMO, especially considering that you also have shield on the domain spell list (which is fine). I would rather have it give half your proficiency bonus (round up) to AC.

On the subject of the domain spells, Wall of Fire and Steel wind strike don't fit the thematic too much for me. I would switch them out for something else, but it's not that big of a deal.

Otherwise, I think this is really a fine domain. Would play.

JNAProductions
2022-06-13, 03:46 PM
There's an issue with relying on a skill check to cause debuffs.

Take one level of Conquest Cleric on, say, a Warlock. You do need 13 Wisdom, but that's not the end of the world. You gain heavy armor, but more importantly, every one of your damage instances allows you to make a Charisma (Intimidation) check to Frighten a foe. Take Skill Expert to add Expertise to it, and you can be rocking +13 to that check by level nine.

How many foes would have a reasonable chance of matching or beating that check?

Jervis
2022-06-13, 04:16 PM
There's an issue with relying on a skill check to cause debuffs.

Take one level of Conquest Cleric on, say, a Warlock. You do need 13 Wisdom, but that's not the end of the world. You gain heavy armor, but more importantly, every one of your damage instances allows you to make a Charisma (Intimidation) check to Frighten a foe. Take Skill Expert to add Expertise to it, and you can be rocking +13 to that check by level nine.

How many foes would have a reasonable chance of matching or beating that check?

To be fair it takes a BA so it’s once a turn but I see your point. In fights with a single enemy without similar insight pumping or fear immunity it could mean a lot of shutdown. I should probably rework the feature.


-snip-

Thanks! I’ll probably go half PB AC bonus when not using a shield. Lets you still be tanky while using a maul.

JNAProductions
2022-06-13, 04:18 PM
To be fair it takes a BA so it’s once a turn but I see your point. In fights with a single enemy without similar insight pumping or fear immunity it could mean a lot of shutdown. I should probably rework the feature.

Thanks!

I did miss the BA clause-I thought it was free on every damage.

It should still, however, be reworked-but you yourself acknowledge that, so all is well.