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Doomsguard

Posted: Tue May 05, 2020 2:22 pm
by Flession
Doomsguard (Sinkers)

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Entropy is the natural state of the multiverse and the more we get out of its way the better, according to the Doomguard, whose members are called Sinkers. While a healing spell might irk a Sinker, they are far more concerned by threats to the natural entropy of the planes such as immortal mages, powerful undead, modron armies, and regimes clinging to power after their time has passed. Members of the Doomguard include saboteurs, undead hunters, warriors who’ve seen too much, and those exposed to the Negative Energy Plane. In Sigil they are based in the Armory, while on the planes the have four Doomguard Citadels on the Elemental Planes.

Philosophy: The multiverse is decaying and nobody should meddle with that process.

Plane of Influence: The Negative Energy Plane and the quasiplanes of Ash, Vacuum, Salt and Dust.

Allies: The Bleak Cabal, the Godsmen and the Dustmen.

Enemies: The Fraternity of Order and the Harmonium.

Rising in the Ranks:
Factors: Known as Doomlords. They go through an unspeakable transformation in the Negative Energy Plane and they wear black and red masks blazoned with the faction symbol where their faces ought to be. They say if you look under their mask, you'll go insane. Doomlords can create champions of entropy to deal with threats and may also wield entropy blades.

Background
  • Prerequisite: Clerics of the Life domain cannot join the Doomguard, since Life is the opposite of Entropy.
  • Skill Proficiencies: History, intimidation
  • Tool Proficiency: Smith’s tools, Historian’s tools
  • Equipment: Historian’s tools, smith’s tools, a vial of acid, a set of common clothes including a faction badge sewn into them, and a belt pouch containing 10gp.
  • Feature: Defender of Doom.As a Sinker, you are welcome in the Armory, in the Lady’s Ward, including in the upper reaches where rare armor and weapons and faction function halls are kept. You may request certain items from this Armory as it pertains to your current task, though they are under no obligation to fulfill it . Other Sinkers acknowledge you as an ally. You also have a portal key to a portal that you know of that links to either the Crumbling Citadel on the Plane of Ash, Citadel Alluvius on the Plane of Dust, Citadel Exhalus on the Plane of Vacuum, or Citadel Sealt on the Plane of Salt (your choice).
  • Suggested Characteristics: Sinkers cling to little in this world as permanent, and many of their bonds are to the past. They can be destructive and harsh at their worst, but heroic Sinkers certainly exist – imagine the entropy one life can cause!
  • Sinker Membership: The Doomguard attracts those who revel in chaos and destruction, but also those who contemplate the natural order and acknowledge the inevitability of death. Fighters, barbarians, rangers, and rogues make up the bulk of Sinker membership (especially fighters). Sorcerers are also often attracted to the philosophy - especially the wild ones. Druids also have a strong representation in the faction, though they tend to take a more passive view of entropy than their warlike brethren. Clerics of nature, trickery, or war are also present, though rarer, as the abilities of any cleric tend to be supportive in nature, and the Doomguard brooks very little of that. Healing is a good way to make other Sinkers question your commitment. Rarer classes include the bard (creativity is an essential anti-entropic act), the monk (self-improvement works against the idea of ultimate destruction), the wizard (all that building up of knowledge and information is pointless when it's all going to be ash sooner or later), and especially the warlock (selling your soul for more power is baffling to many Doomguard - why sell something worthless for something even more worthless?).

Renown

Posted: Tue May 05, 2020 2:23 pm
by Flession
Renown
Renown Rank Special Abilities Min. Character Level
3 Sinker (Namer) Doomguard Restriction, Sift, Weapon Proficiencies N/A
10 Entropy Champion (Factotum) Entropic Blow, Entropic Smash 5th Level
25 Doomlord (Factor) Entropic Blade 10th Level

Doomguard Restriction. You have resistance to healing magic, regaining only half the normal hit points from healing spells and magic items. No self-respecting Sinker would act against the forces of Entropy in favor of creation or preservation, and doing so prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Sift. You can spend Inspiration to sift thru destroyed matter for one minute, running your hand thru charred buildings and rubble, to determine the cause of destruction so long as it occurred within 100 years. You may relive brief scenes from the destruction at your DM’s discretion.
Weapon Proficiency You are proficient with all martial weapons. If you are already proficient with all martial weapons, then you deal +1 damage with martial weapons.
Entropic Blow. You can spend Inspiration when you hit a target, turning your hit into a critical.
Entropic Smash. When attacking an inanimate object, your damage rolls are considered critical hits.
Entropic Blade. You gain an entropic blade forged from your own flesh, though you are reduced to half hit points after the forging process. This damage can only be healed by spending hit die during short or long rests.
Entropy blades are imbued with negative energy and are made to deal with a specific threat. The blade turns to dust once the threat has passed. The weapon can take the shape of any martial or simple bladed weapon. The weapons are considered to be +2 weapons, +4 vs. their specific threat they were made to deal with. A factotum with a long term mission may end up with an entropy blade for their entire life. Most blades exist for a few months.
When you have attuned to your entropic blade, you may have it take on one the following forms. This form must be chosen at night and last until the next sunset: The DC for any saves is 8 + CON Bonus + Proficiency Bonus and any attack uses your CON bonus plus proficiency.
Ash Blade: Protects you like a ring of fire resistance, cast chill touch three times per day.
Vacuum Blade: Immune to gas (stinking cloud, etc) and can cast ray of enfeeblement three times per day.
Salt Blade: Cold Resistance, Cast Create or Destroy Water, but only to destroy water three times per day.
Dust Blade: Resistance to Acid and Force attacks, can cast disintegrate once per day, but only on objects and magical barriers.