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    Bugbear in the Playground
     
    Chimera

    Join Date
    Jun 2020

    Default (3.5 & 5E) Supay'chikal, the dead god of death and his followers (PEACH)

    Those of you who check a lot of posts will see that i'm making an effort to post homebrew from one of my settings, Velerani. To give the postit note version of the setting: this is basically a fantasy world that was more or less invaded by dnd mechanics after a spelljammer carrying a epic level party showed up. Things happened and dnd gods started showing up and overthrew the dragon goddess who was running the place (Not tiamat, but the fact she wasn't causes A LOT of problems in universe). The gods here can be broken up into Native gods (Caush, the last one i posted about, fits this description) and Interloper gods (dnd gods like Moradin and real life mythological gods like Odin). Supay'chikal is an expectation but i'll get to that in the lore. I'm separating things via spoilers and including which system they're for. And remember about gods dying, it just means their incarnation in that plane dies. If thats the only version of them then they kick the bucket but otherwise every other incarnation is fine and may or may not even know whats going on. The civelization described itself is meant to be a juxtaposition to the other civilizations around the area it started who value selflessness and sacrifice as a high virtue while Supay'chikal's followers are defined entirly by being selfish and short sighted, trying to sell out all mortals for the sake of power. I only point this out because my space for extended world building is limited and beyond the scope of the post, just know that the setting has more Mesoamerican inspiration than just this and they're the outlier that just so happened to worship the crazy doomsday god. Without further ado, the strongest dead power no one wants to worship, Supay'chikal.

    Spoiler: Supay'chikal Lore and Followers (System Neutral)
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    The god Supay'chikal began it's life as the god Supay, the LE death god worshiped by Inca on earth and in a few scattered other planes. He was feared but generally seen as a reasonable death god, one who respected the flow of souls and protected the souls of the dead from those who wish to abuse them. After the death of the dragon goddess Ani and the arrival of new gods in a world whos native gods had seemingly gone extinct many such gods set about finding followers and setting up homes on the disparate planes around their new home. Supay took up residence on the plane Ma-keph, the plane where negative energy flowed the strongest and where undead drew their power, as many other death gods did as well. In setting up his new kingdom, he came across an adamantine plate with the word "dusk" written on it in draconic. He had planned to place his palace there and so he broke the chains that kept the massive plate chained to the ground, and dispelled the weakening draconic magic that filled it. In doing so, he released a creature the dragons sealed away countless ages ago. One of the few Native gods to this plane, one so old that even the dead dragon goddess never knew his name. The gods would later refer to it by the name Ma-chikal. The god was an aberration of black ooze that shaped itself into an immense serpent, a idiot god who had no sense of self or ambition beyond destruction and a hatred of the sun. The two did battle for 13 years before Supay finally felled the mindless god, and ate his heart. In doing so he absorbed his divinity, and sealed his own fate. The maddening existence he subsumed drove him to insanity, filled with a divinity older and more twisted than any being he had ever encountered. Thus died Supay, and was born the god Supay'chikal. His former nobility was gone, replaced with a desire to consume the souls of every living thing, and snuff out the light of the sun forever. It tore through the plane and consumed countless mortal souls and lesser interloper gods, gaining control over 1/3 of the inhabited portion of the plane before all the living gods of death gained the aid of other deities, cutting the plane in two, and sealing Supay'chikal in it's own plane. Despite this, Supay'chikal now held the title of high god of death, meaning he held authority over the domain itself and drew power from the existence of death and from any mortal who casts a necromancy spell, as well as from any cleric who has the death domain. Likewise he held power over any soul who died to level drain and was not claimed by another god. For this reason any mortal not devoted to a god who was killed by a undead, such as a Wight or Vampire, who propagates itself by killing other humans. He also claims the soul of anyone whos corpse was animated with their soul not being protected by a deity who claimed them. Before his death he was considered one of the strongest gods in Velerani.
    Beginning of the church of Supay'chikal
    By the instructions of the pantheon that once included Supay, his worship ended within a generation. It didn't matter really, there were always a few souls making their way to him and the very presence of death in the world gave him power. However no god no matter how evil or apathetic was adverse to allowing any soul to pass to the monster. Those of the mad god's former pantheon felt a need to slay the beast, as such they battled the monster constantly in his own plane, trying to steal from it as many mortal souls as they could before they passed it's jaws and injur it to stop it from gaining power. They would send the strongest of them to the monster's realm to do battle with it every day, and retreat when the sun set on the land of their worshipers when their power would weaken. This continued for centuries until one fallen cleric of the sun god Inti named Micca'yuua contacted Supay'chikal and became it's first cleric in this world. Through the power of necromancy he raised countless undead and marched to kill all living clerics of his god's former pantheon. Within less than a century every cleric and follower of those gods had been sacrificed to the beast, sending their souls to it's jaws beyond their god's protection. The pantheon reasoned that with their followers dying so fast they would pass from the world soon, so they challenged the monster at dawn in a final stand in hopes of slaying it. They passed beyond it's jaws, unknowingly carrying with them the souls every worshiper they ever had. To this day it is said, that every god grants their clerics the power to rebuke or turn undead out of fear that someone might repeat Micca'yuua's conquest.
    Miccacoyoctli: The city of the dead
    Micca'yuua went on to create a nation of devotees to the mad god. His followers undergo a ritual in which they pledge their soul to their god, their soul passing into his jaws and being spit out to return to the world of the living. In doing so they become Cochiztli, the sleepless. Mortal souls bound to a magically preserved undead body. They are functionally similar to Liches, with the exception that they do not have a phylactery. Instead when they die their soul is spit back to the world into a corpse which magically shifts to resemble their former body. This ritual is typically done in late adulthood after raising a family. This agreement hinges on the continued sacrifice of mortal souls to their god, sending them beyond the help of any god who would claim heir soul. Over the centuries this kingdom of the living dead slowly subjugated the people around them, using their souls to continue their agreement and their bodies as soldiers and a work force.
    Death of the mad god
    Eventually the kingdom of the dead expanded it's boarders across the sea, beyond their large island to a continent proper. In doing so they brought with them armies of the dead and terrible curses, raising the dead of their enemies and sacrificing the living to Supay'chikal. Eventually a coalition of followers of dozens of gods from all across the continent gathered to face off against them. The invasion was repelled and the armies of the land they invaded marched to see to it that this never happened again. After many losses a powerful cleric of Scrade named Aeron lead the final push into the necropolis proper. They slew most of the army of the dead and destroyed much of the city before they were defeated and captured. They were to be sacrificed the next day. At Aeron's insistence, the high priest agreed as it amused him. After Aeron was killed and send to the plane of the mad god, he cast the spell Gate just before passing beyond the mad god's jaws. Through the gate marched the armies of every god who held power in Velerani, gods of good and evil, law and chaos, life and death, even the new gods of the dragons Tiamat and Bahamut worked in tandem, seeing Supay'chikal for the threat he was if his followers could expand. At the same time a burst of light from Aeron's body broke the chains of every warrior that was to be sacrificed that day, healing them and summoning radiant weapons and armor to their bodies. The armies of the gods slew the mad god, at the cost of many of the god's soldiers, and many of the god's themselves. The clerics of Supay'chikal lost their powers early in this new final battle, and were either killed or forced to retreat.
    Dead power, or greater god?
    Though many tried to claim the title, no death god was able to ascend to the rank of high god of death after Supay'chikal's death. No single deity that battled it that day was strong enough to claim it divinity, and after seeing the fate of noble Supay, few wanted to take the risk. And the souls that he would have claimed stilled flowed to him. However, he was dead, and almost none of his followers could use clerical magic any more. The god Odin however remarked soon after the beast's defeat: "We were fools. He's a god of death who devours the unclaimed dead, we just made him stronger." His effect on the world beyond his power to claim the souls of certain dead is minimal. The souls of those who pledged and sacrificed themselves to him to become undead can no longer revive, being forfeit to the gullet of the dead god should they die, with no god able to save them. Very few of his followers still live and no mortal would be stupid enough to try and commune with, or gods forbid revive, a dead god for power, right?


    Spoiler: Cochiztli race/template (3.5 & 5E)
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    Cochiztli are undead raised by evil rituals to the god Supay'chikal. When the god was alive they would revive when killed, but now the effect is much the opposite. They cannot, under any circumstances, be raised from the dead. Visually they appear as mundified versions of their former self with dry skin and sunken features. They have distinctive glowing green eyes.

    Cochiztli 5e
    Cochiztli are members of another race who have been transformed by dark magic.
    Ability Score Increases: +2 charisma, +1 Intelligence If using Tasha's cauldron of everything rules they instead have +1 to one stat and +2 to another or +1 to three.
    Age: Cochiztli do not age. They are almost exclusively over a century old, save for a few who were created more recently by followers of the dead god.
    Size: You are small or medium.
    Speed: 30 feet
    Supreme Darkvision You can perceive the world around you within 120 feet as if you were in bright light even if it is in dim light or darkness. You see in color despite this. Supay'chikal was a god of the night and darkness as well as death.
    Unholy Nature: You are vulnerable to radiant damage and immune to necrotic damage. If you would regain hit points because of a spell effect, you instead take radiant damage equal to the amount of hit points you would regain. If you would take necrotic damage from the effect of a spell of 1st level or higher, you instead regain hit points equal to the damage you would take. You do not regain hit points normally on finishing a long rest, you can spend a hit die when taking a long rest to regain hit points as if you had taken a short rest. If you die you cannot be raised from the dead by any means.
    Necrotic Flow: You can cast the spell Inflict Wounds without using a spell slot a number of times per day equal to your Proficiency bonus. You can also cast the spell by spending a spell slot of 1st level or higher. Your spellcasting ability modifier for this spell is your choice of Intelligence, Charisma, or Wisdom.
    Languages: You speak common, Miccacoyoctlian, and one language of your choice.

    Cochiztli 3.5
    Cochiztli is a inherited template that can be applied to any living corporeal creature. A creature must have the aid of a priest of Supay'chikal. The aspirant who wishes to gain the template must sacrifice no less than 10 sentient creatures to Supay'chikal. After which the priest uses a complex procedure which takes 10 days to mummify the aspirant alive, a process taking 10000 GP worth of alchemical supplies, at the end of which he sacrifices the aspirant to Supay'chikal before saying a prayer which allows the soul of the aspirant to return to the world of the living. When the god was alive any Cochiztli could revive freely and do so almost instantly with the help of their god, but such is impossible now. This will be the final time they return from death.

    Size and Type: Your size doesn't change, but your type becomes undead.
    Hit Dice: Your hit dice, both racial and class based, become d12s.
    Speed: Your speed is unchanged
    Armor Class: You gain a profane bonus to your AC equal to your Wisdom modifier
    Special Attacks: Your unarmed strikes and natural weapons count as Evil and Chaos aligned.
    Special Qualities
    Unholy Toughness: You add your charisma modifier to the hit points you gain at each level.
    Hated of the Gods: Cochiztli can under no circumstances cast cleric spell unless they receive them from SUpay'chikal. The gods hate the followers of the mad god.
    Turn Immunity: Cochiztli are immune to turn and rebuke undead by virtue of their connection to the high god of death.
    Doombound Soul: All Cochiztli are bound for the jaws of the dead god that spawned them. If you die, nothing, not even the power of the gods, can return you to life, or return your soul to the land of the living.
    Healing Vulnerability: You take double damage from conjuration (healing) spells.
    CR: +0
    LA: +0


    Spoiler: Long Night Domain 5e
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    Clerics of gods of death and darkness. This domain is adversarial to life and summons forth the power of evil's crawling in the night to strike at the living.

    Domain Spells

    Level Spells
    1st False Life,Ray of Sickness
    3rd Darkness, Locate Object
    5th Animate Dead, Phantom Steed
    7th Black Tentacles, Sickening Radiance
    9th Danse Macabre, Enervation

    Hand of the Grave
    At 1st level you can channel dark energy through your hands. As an action you can make a melee spell attack on a creature within 5 feet of you, on a hit the creature takes 1d10 necrotic damage. This becomes 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. When you use this ability against a undead you can instead have it regain hit points equal to the damage it would have taken. You can have a undead regain hit points with this ability a number of times equal to your proficiency bonus and regain all expended uses after a long rest. You can use this feature without spending a use by spending a spell slot of 1st level or higher, in which case it deals or heals undead for 3d10 + 1d10 per level of the spell slot used above 1st.

    Devil's Eyes
    From 1st level you have dark vision out to 120 feet, you can see through magical and nonmagical darkness.

    Channel Divinity: Aura of Night
    Starting at 2nd level, you can use your channel divinity to summon a sphere of shadows as an action. This sphere extends for 30 feet, is centered on you, moves with you, and lasts for 1 minute. The inside of the sphere is filled with magical darkness. When you use this ability you can designate a number of creatures up to your Wisdom modifier to be unaffected by your channel divinity, those creatures perceive the sphere as being filled with dim light. Creatures other than you and creatures you specify to be unaffected by the sphere treat the area inside the sphere as difficult terrain. It is plainly obvious to any creature looking in and inside of the sphere that you are in the center, as well as the distance to the center of the sphere.
    (Dev note: Darkness spam can be slightly degenerate so i added wording so any creature knows you're in the center and where the center is.)

    Crawling Darkness
    At 6th level and beyond you have advantage on attack rolls against creatures inside of magical darkness.

    Potent Cantrip
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip and with your Hand of the Grave ability.

    Command Dread Legion
    From 17th level and beyond when you cast a Necromancy spell with an instantaneous duration which creates undead and/or forces undead to obey your commands for 24 hours, the amount of time that spell forces those undead to obey you doubles. Additionally undead you create with this spell which leave your control are friendly towards you, but are under no compulsion and are unlikely to follow your commands without reason. Nonsentient undead simply go about their business while sentient undead may be bargained with.



    Spoiler: Clerics of Supay'chikal: feats and PrCs (3.5)
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    Follower of the Dead God
    You have a connection to the dead god Supay'chikal, granting you extra power and allowing you to pull strength of the dead power.
    Prerequisites: Cleric level 1, must worship Supay'chikal

    Benefit:
    You have the ability to prepare cleric spells despite worshiping a dead power. At the end of each week you take a cumulative -1 penalty to your caster level for all spellcasting classes and spell like abilities. If you sacrifice a living sentient creature to your god you reduce this penalty to your caster level by 1. If you sacrifice a creature while you do not have a penalty, you do not gain a penalty to your CL for this week. Sacrificing a creature is a ritual which takes 1 hour of preparation, during which time the creature must be helpless.

    (Note the above effect did not apply while Supay'chikal was alive)

    While you do not have a penalty to your caster level from this feat you gain the following benefits. You gain a +2 bonus to your CL for necromancy spells. Once per turn you can expend a use of your rebuke undead ability as a free action to increase the spell save DC of any necromancy spell you cast this turn by 1/5 your effective rebuking level (rounded up).

    Special
    Any spellcaster capable of casting divine spells of 3th level or higher instantly knows you possess this feat if they see you cast a spell of 2nd level or higher. They instantly feel as though their god wants them to kill you, even if they do not know who Supay'chikal is.

    Miccacoyoctlian Priest
    Prerequisites: Follower of the Dead God feat, Must be able to cast animate dead as a divine spell.

    Benefits:
    You know the ritual required to apply the Cochiztli template to a living creature. You can't perform this ritual on yourself. Additionally you can take an hour to prepare a corpse to be raised, this process takes 25 GP worth of alchemical supplies and preservatives in addition to the GP cost required to raise it through your preferred method. If you raise a corpse you performed this process on as a undead it's maximum hit points are increased by an amount equal to your caster level, it also looses the Single Actions Only special quality if it would have it. Undead you animate always have a intelligence score of 3 unless it would be higher and can speak common, Miccacoyoctlian, and any languages it spoke in life. It has access to the memories it possessed in life but has no trace of it's original personality.

    Miccacoyoctlian Manhunter
    The foot soldiers of the city of the dead. These warriors are tasked with fighting alongside the legion of the undead who march on the nation's enemies. These are typically not undead themselves, being citizens who had no talent for divine magic or no desire to swear their souls to undeath, but none the less are willing to fight for their masters. The training the manhunters undergo has been recorded and saved by other organizations run by necromancers, and as such it isn't uncommon to see people with no connection to Miccacoyoctli with these abilities serving under master necromancers.

    Requirments
    Base Attack Bonus: +4
    Alignment: Any Nongood
    Type: Any Living, if you later become undead you retain all class benefits and can still advance in this class.
    Feats: Power Attack, Great Fortitude, Subduing Strike (Note: despite the book it appears in, this is not a exalted feat)
    Special: Must have been reduced to 0 hit points or less because of a effect that uses negative energy (example harm or inflict light wounds) and later recover no less than five times.

    Hit Die: d12
    Class Skills: Any you had as class skills previously are class skills for you
    Skill Points: 6 + Int

    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +2 Negative Energy Tolerance, Dark Subdual
    2nd +2 +3 +0 +3 Track
    3rd +3 +3 +1 +3 Negative Energy Healing
    4th +4 +4 +1 +4 Bonus Feat
    5th +5 +4 +1 +4 Detect Living, Harming Hands
    6th +6/+1 +5 +2 +5 Bonus Feat
    7th +7/+2 +5 +2 +5 Death Effect Immunity
    8th +8/+3 +6 +2 +6 Bonus Feat
    9th +9/+4 +6 +3 +6 Harming Weapon
    10th +10/+5 +7 +3 +7 Favored Enemy (Living)

    Negative Energy Tolerance (EX)
    You a resistance to negative energy from continued exposure. When you would take damage from a negative energy effect, that damage is halved.

    Dark Subdual (SU)
    When you attack with a weapon and choose to deal nonlethal damage, that weapon becomes infused with dark energy. This dark energy renders the creature incapable of benefiting from magical healing for a number of rounds equal to your hit dice. Additionally nonlethal damage you deal is harder to heal, requiring twice the amount of time to recover from natural healing. A creature that recovers from nonlethal damage normally will take two hours to remove a point of nonlethal damage you dealt instead of one. A creature with a natural healing ability such as fast healing or regeneration effectively has the potency of such healing effects halved in regards to nonlethal damage you deal. Example a troll which has only taken damage from you, and others with this ability, only regenerates 2 hit points each turn instead of 5.

    Track
    At 2nd level you gain Track as a bonus feat

    Negative Energy Healing (SU)
    At 3rd level you become in some way like undead in that you can better tolerate the negative energy used by your masters, in some ways benefiting from it. Instead of halving damage you take from negative energy effects, you now recover hit points equal to the damage they deal just as a undead would. If you are undead you gain immunity to damage caused by Conjuration (healing) spells.

    Bonus Feat
    At 4th level and again at 6th and 8th level, you gain a bonus feat. This feat must be a fighter bonus feat or skill focus.

    Detect Living (SU)
    At 5th level you gain the ability to detect living creatures around you. As a swift action you can emit a dark energy which grants you insight into sparks of life around you. You learn the number of living creatures other than yourself within 60 feet of you. Any living creature in this area must succeed on a will saving throw (DC 10 + your charisma modifier + your level in this class), on a failure you learn their location.

    Harming Hands (SU)
    AT 5th level you gain the ability to deal negative energy to creatures with a touch. You have a pool of negative energy equal to your charisma modifier times your hit dice, which replenishes at dusk each day. You can attempt a melee touch attack against a creature, on a hit you can subtract any amount of points from this pool and deal deal damage to the creature you hit equal to the number of points you subtracted, this can be done as a standard action or in place of a attack when making a full attack. This damage is a negative energy effect.

    Death Effect Immunity (EX)
    At 7th level you become immune to all death spells, magical death effects and energy drain.

    Harming Weapon (SU)
    At 9th level you gain the ability to deal damage with dark energy when attacking with a weapon. Your weapon attacks deal additional damage equal to your charisma modifier (minimum +1 damage). As a free action on your turn you can suppress this effect until the start of your next turn. Damage dealt by this effect cannot be naturally healed for a number of hours equal to your class level.

    Favored Enemy Living (EX)
    At 10th level you gain favored enemy as the ranger class feature of the same name, except it applies to all living creatures.

    Miccacoyoctlian Night Walker
    These priests stand a place below only the highest of temple priests within Miccacoyoctli. These are the warriors chosen to lead the armies of clerics and undead into battle to claim new land and gather sacrifices for the god Supay'chikal.

    Prerequisites
    Base Attack Bonus: +4
    Spellcasting: Ability to cast 3rd level divine spells
    Feats: Follower of the Dead God, Spell Focus (Necromancy)
    Special: Must have sacrificed no less than 100 sentient creatures to Supay'chikal

    Hit Die: d8
    Class Skills: Any you possessed previously are class skills for you.
    Skill Points: 4 + Int

    Level BAB Fort Ref Will Special Spellcating
    1st +1 +2 +0 +2 Detect Living, Eyes in the Long Night
    2nd +2 +3 +0 +3 Rebuke Undead, Aura of Darkness +1 level of any class
    3rd +3 +3 +1 +3 Divine Grace +1 level of any class
    4th +4 +4 +1 +4 Dread Army +1 +1 level of any class
    5th +5 +4 +1 +4 Life Sense +1 level of any class
    6th +6/+1 +5 +2 +5 Dread Army +2 +1 level of any class
    7th +7/+2 +5 +2 +5 Deny Divine Power +1 level of any class
    8th +8/+3 +6 +2 +6 Dread Army +3 +1 level of any class
    9th +9/+4 +6 +3 +6 Slay Living +1 level of any class
    10th +10/+5 +7 +3 +7 Dread Army +4 +1 level of any class

    Detect Living (SU)
    At 1st level you gain the ability to detect living creatures around you. As a swift action you can emit a dark energy which grants you insight into sparks of life around you. You learn the number of living creatures other than yourself within 60 feet of you. Any living creature in this area must succeed on a will saving throw (DC 10 + your charisma modifier + your level in this class), on a failure you learn their location.

    Eyes of the Long Night (EX)
    At 1st level you gain dark vision out to 60 feet, if you have dark vision it's range is doubled. You can see through both magical and nonmagical darkness.

    Spellcasting
    Your levels in this class beyond 1st advance your spellcasting ability in one other class of your choice for the purposes of determining spells known, spells per day, caster level, etc.

    Rebuke Undead
    Your levels in this class past 1st stack with your levels in any other class for determining your ability to rebuke undead. If you can't rebuke undead you gain the ability to rebuke undead as a 4th level cleric.

    Aura of Darkness (SU)
    At 2nd level you gain the ability to channel your god's power to create darkness in the world. As a standard action you can spend a use your your rebuke undead to cast the Deeper Darkness spell. When you cast it this way living creatures within the area of the effect take a -2 penalty on attack rolls, ability checks, and to their AC. As a standard action while this effect persists you can spend a use of your rebuke undead ability to deal 1d6 + 1d6 per two effective rebuking levels beyond 1st damage to creatures inside, this damage is negative energy and as such heals undead and has no effect on creatures which are neither living or dead.

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

    Dread Army
    From 4th level you treat your caster level and effective turning level as being 1 higher for determining the maximum hit die of undead you can control through those methods at a time. This increases to 2 higher at 6th level, 3 higher at 8th, and 4 higher at 10th level.

    Life Sense
    At 5th level you gain Life Sense as a bonus feat even if you do not meet the prerequisites.

    Deny Divine Power (EX)
    At 7th level your connection to your god allows you to resist divine influence from other powers. You gain SR 10 + your HD, this spell resistance only applies divine spells and to spell like abilities used by outsiders.

    Slay Living (SP)
    At 9th level you gain the ability to cast the Slay Living spell as a spell like ability at will (DC 18), but only once every minute. Creatures killed by this spell like ability are sacrifices of Supay'chikal.

    Dreadpriest
    The only role in Miccacoyoctlian society higher than Nightwalkers. These are the highest ranking spellcasters in the nation. The high persist of Supay'chikal also holds this title. This role requires that the practitioner have knowledge of all forms necromantic magic, arcane and divine. They each command massive armies of undead in their own right and are responsible for commanding agents from afar and casting the most powerful curses imaginable.

    Requirements
    Aliment: Any Evil
    Skill Ranks: 14 Knowledge (arcana), 14 Knowledge (religion), 14 Knowledge (history), 14 Spellcraft, 7 Intimidation,
    Spellcasting: Able to cast Animate Dead as a Arcane and Divine spell
    Feats: Follower of the Dead God, Miccacoyoctlian Priest, Spell Focus (Necromancy)
    Special: Must have sacrificed no less than 100 sentient creatures to Supay'chikal
    Further level Requirements: Before gaining a level in this class beyond first, a creature must sacrifice at least 100 more sentient creatures to Supay'chikal, this does not include creatures sacrificed before taking your last level.

    Hit Die: d6
    Class Skills: All you possessed previously as class skills are class skills for you.
    Skill Points: 4 + Int

    Level BAB Fort Ref Will Special Spellcasting
    1st +0 +2 +0 +2 Rebuke Undead, Remove Heart +1 level of any Arcane spellcasting class, +1 level of any Divine spellcasting class
    2nd +1 +3 +0 +3 Necromantic Theurgy +1 level of any Arcane spellcasting class, +1 level of any Divine spellcasting class
    3rd +1 +3 +1 +3 Lord of the Dead +1 level of any Arcane spellcasting class, +1 level of any Divine spellcasting class
    4th +2 +4 +1 +4 Fearsome Commander +1 level of any Arcane spellcasting class, +1 level of any Divine spellcasting class
    5th +2 +4 +1 +4 Command Dread Legion +1 level of any Arcane spellcasting class, +1 level of any Divine spellcasting class

    Rebuke Undead
    If you can rebuke undead, your effective rebuking level is equal to your caster level for divine spells.

    Remove Heart (SU)
    As a standard action you can make a melee touch attack against a helpless creature with a heart within 5 feet of you. If you succeed the creature must succeed on a fortitude saving throw (DC 10 + your charisma modifier + half your hit dice), on a failure you remove their heart causing them to die instantly as their soul is ripped from their body. A creature killed by this effect is sacrificed to Supay'chikal.

    Necromantic Theurgy (SU)
    From 2nd level, you treat necromancy spells from the list of any spellcasting class you have levels in as appearing on both spell lists at the lowest level they appear on any of those respective lists.

    Lord of the Dead
    From 3rd level onward undead creatures must succeed on a will saving throw (DC 20) to attack you. On a failure the creature cannot take any action against you it perceives as harmful. Undead with a Intelligence of 3 or lower automatically fail this save.

    Fearsome Commander
    From 4th level undead under your control, either from spells which animate dead or from rebuke undead, have turning resistance equal to your Charisma modifier.

    Command Dread Legion
    At 5th level the amount of undead you can control, both from your rebuke undead ability and from spells which control or animate undead, doubles.
    Native Sha'ir enthusiast. NO GENIE WARLOCK DOESNT COUNT!

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  2. - Top - End - #2
    Halfling in the Playground
     
    RedWizardGuy

    Join Date
    Oct 2020

    Default Re: (3.5 & 5E) Supay'chikal, the dead god of death and his followers (PEACH)

    I'll comment the 5e subclass again :

    Quote Originally Posted by Jervis View Post
    Clerics of gods of death and darkness. This domain is adversarial to life and summons forth the power of evil's crawling in the night to strike at the living.

    Domain Spells

    Level Spells
    1st False Life,Ray of Sickness
    3rd Darkness, Locate Object
    5th Animate Dead, Phantom Steed
    7th Black Tentacles, Sickening Radiance
    9th Danse Macabre, Enervation

    Hand of the Grave
    At 1st level you can channel dark energy through your hands. As an action you can make a melee spell attack on a creature within 5 feet of you, on a hit the creature takes 1d10 necrotic damage. This becomes 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. When you use this ability against a undead you can instead have it regain hit points equal to the damage it would have taken. You can have a undead regain hit points with this ability a number of times equal to your proficiency bonus and regain all expended uses after a long rest. You can use this feature without spending a use by spending a spell slot of 1st level or higher, in which case it deals or heals undead for 3d10 + 1d10 per level of the spell slot used above 1st.

    Devil's Eyes
    From 1st level you have dark vision out to 120 feet, you can see through magical and nonmagical darkness.

    Channel Divinity: Aura of Night
    Starting at 2nd level, you can use your channel divinity to summon a sphere of shadows as an action. This sphere extends for 30 feet, is centered on you, moves with you, and lasts for 1 minute. The inside of the sphere is filled with magical darkness. When you use this ability you can designate a number of creatures up to your Wisdom modifier to be unaffected by your channel divinity, those creatures perceive the sphere as being filled with dim light. Creatures other than you and creatures you specify to be unaffected by the sphere treat the area inside the sphere as difficult terrain. It is plainly obvious to any creature looking in and inside of the sphere that you are in the center, as well as the distance to the center of the sphere.
    (Dev note: Darkness spam can be slightly degenerate so i added wording so any creature knows you're in the center and where the center is.)

    Crawling Darkness
    At 6th level and beyond you have advantage on attack rolls against creatures inside of magical darkness.

    Potent Cantrip
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip and with your Hand of the Grave ability.

    Command Dread Legion
    From 17th level and beyond when you cast a Necromancy spell with an instantaneous duration which creates undead and/or forces undead to obey your commands for 24 hours, the amount of time that spell forces those undead to obey you doubles. Additionally undead you create with this spell which leave your control are friendly towards you, but are under no compulsion and are unlikely to follow your commands without reason. Nonsentient undead simply go about their business while sentient undead may be bargained with.
    The wording on the last sentence hand of the grave is a little bit wonky, but it works well enough. I would say "You can also use this feature by spending a spell slot of 1st level or higher..."

    Crawling Darkness doesn't do anything because since you see through darkness, you already have advantage to attack other creatures inside of it. Well, actually, you would have advantage on attack against devils as well, but I doubt that is what you intend.

    Command Dread Legion is too little, too late at 17th level. I played a necromancer wizard at those levels and let me tell you that regular skeletons/zombies/ghast/wight don't cut it without homebrewing stuff. Having the ability to essentially have more of them fight for you might seem impressive, but it's not going to do anything for you at those levels.

    What I would consider is moving this ability to 6th level, as it is on par, if not weaker, that the necromancer's undead thralls.

    Maybe the 17th level ability could then be something that gives a buff to undeads under your control that fight in darkness, on top of something else maybe?

  3. - Top - End - #3
    Bugbear in the Playground
     
    Chimera

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    Default Re: (3.5 & 5E) Supay'chikal, the dead god of death and his followers (PEACH)

    Quote Originally Posted by Abuzorg View Post
    - snip -
    Thanks. That actually was the intention for the level 6, it lets you get advantage against devils and creatures with tenor sense etc. I was worried about action economy things by having the 17 earlier but nerfing it and moving it to 6 is probably better.
    Last edited by Jervis; 2022-06-22 at 11:40 AM.

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    Halfling in the Playground
     
    RedWizardGuy

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    Oct 2020

    Default Re: (3.5 & 5E) Supay'chikal, the dead god of death and his followers (PEACH)

    It's only my personal experience, but I've never seen anyone cast animate dead if they weren't a necromancer wizard. If you want it to be a thing for a subclass, you should give it something to capitalize on that.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Chimera

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    Default Re: (3.5 & 5E) Supay'chikal, the dead god of death and his followers (PEACH)

    Quote Originally Posted by Abuzorg View Post
    It's only my personal experience, but I've never seen anyone cast animate dead if they weren't a necromancer wizard. If you want it to be a thing for a subclass, you should give it something to capitalize on that.
    Yeah. Maybe just something that lets undead you animate use your prof bonus instead of there’s would be good. In my experience cheap undead kinda struggle to hit sometimes. Could probably also increase their hit points or something.
    Native Sha'ir enthusiast. NO GENIE WARLOCK DOESNT COUNT!

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