Spotlight: Daemoth and the Etholchan Church

DAEMOTH

God of creation, politics, revenge, and winter

Alignment: Lawful Evil

Symbols: Bound wheat, caverns, snow, stone

Names and Titles: Daemoth, Lachmarum, Lord of the Fallow, Lord of the Hills of Vinramar, Lord of Winter

Abode: The Abyssal Throne

Enemies: Jharus

Vassals: Gallister, Gauren, Maruma’e, Volgothyde

Religious Organizations: The Eitharmos, the Etholchan Church, the Order of Illiantri, and the Urrothic Church

THE LORD OF WINTER

When Sowm, the supreme Creator, saw the finished work of Her primordial laborers, She was pleased. Her two sons She fashioned with air and clay wrapped around sparks from Salvendum's flame. These sons descended to the four worlds as emissaries to treat with the primordials on Sowm's behalf.

Daemoth was proud and charming then, a master of forms and words. But even in his immortal infancy, obsession and ambition ruled him, eventually driving him to murder his mother Sowm.

Since his exile from the four worlds, Daemoth has become engorged and mutilated by the Darkplane. Pustules composed of mortal souls bulge from his eternal flesh, and wisps of dark mist enshroud him like eon-spanning tendrils. His eyes are cold and his hands clawed with cruelty.

Daemoth has tried time and again to subdue the world to his will. After many failed conquests, he has resorted to more subtle means and found success. With the incredible growth of human civilization, Daemoth worship has spread to become the most common religion in Vinramar. Through its influence, his servants rise to power, extending his hidden reach like canker beneath the world's skin.

In the midst of the first war against the primordials, Daemoth imprisoned Rinshari, the most beautiful of the elemental laborers, in the Vice of Winter. By force she conceived his most powerful sons, the arch-demons Gauren, Iarmov, and Arrochimeir. From these three spawned the legions of fiends and monstrosities that populated the West of Vinramar in its infancy.

Last of all his broods, Daemoth fathered the daemons with Atiakha, the daughter of the moon. Their empire Mohtra became the longest-reigning nation in Vinramar's history before it fell into ignominy.

THE ETHOLCHAN CHURCH

Most devout among Daemoth's followers is the Etholchan Church, an orthodox sect that maintains ancient traditions from the daemon culture, and holds its own law above all others. Etholchans commonly preach in the street and hold worship services where believers drink animal blood and, once a year, sacrifice a firstborn child to the Lord of Winter. Nations like Arrochule, Motta, and Trentsmund, where the Etholchan church is prevalent, can be dangerous places for the followers of rival gods.

Etholchans believe in strong displays of devotion to Daemoth, including ceremonial dress, religious rites, and a code of fraternity that empowers its members. Their ritual dress is a tunic that laces up the front, worn with a purple girdle trimmed in black. It symbolizes Deamoth’s constant hold over the life of the wearer. The tunic and girdle are often worn in conjunction with other clothing, but are required dress for believers.

Etholchan temples are overseen by local priests, who are themselves subordinate to abbots, chancellors, and consorts. All of the Etholchan hierarchy answers to the Horrom, the seer and central figurehead of the sect.

Etholchan Priests

Domains: Blood, Darkness, Knowledge

Alignments: Lawful Evil, Neutral Evil

Type: Orthodox Dogmatic

Place of Worship: Etholchan temples

Holy Symbol: Onyx talisman

Class Option: Aberration Domain

There are few known gods whose influence extends beyond the territory of the four worlds. That alien abyss is the dominion of mad, twisted beings whose powers defy the fundamental assumptions of nature. Of the handful of gods who have ventured into the Darkplane, only Daemoth, Maruma’e, and Senfaer have brought aberrant secrets back to their servants.

These acolytes of aberration understand only infinitessimal glimpses of the horror that lies beyond the natural worlds, but this is enough to tear the sanity of their enemies apart. To them nature is heretical and the faiths that fight aberrant influence are infidels.

 

ABERRATION DOMAIN SPELLS

Cleric Level      Spells
          1               arms of Hadar, dissonant whispers
          3               darkvision, detect thoughts
          5               fear, hunger of Hadar
          7               confusion, Evard’s black tentacles
          9               dream, geas

BONUS PROFICIENCY

When you choose this domain at 1st level, you become proficient in the Arcana skill. 

TELEPATHY

At 1st level, you can use your bonus action to open a telepathic connection with a creature within 60 feet. While the creature is in range, you can speak to each other telepathically. You must share a language to understand one another. You can end the connection whenever you choose. You can only have one telepathic connection open at once.

CHANNEL DIVINITY: FORTIFY SANITY

Starting at 2nd level, you can use your Channel Divinity to erect a psionic shield. When you or a creature within 60 feet of you gains a temporary madness or takes psychic damage, you can spend a reaction to grant it resistance to psychic damage and immunity to short-term madness for 1 minute.

Group Telepathy

Starting at 6th level, you can maintain multiple telepathic connections at once. A single bonus action can target up to six creatures. If you break this connection with one creature, you break it with every creature you targeted with the same action.

  Dweller in Darkness  by  Hincho Or

Dweller in Darkness by Hincho Or

Terrifying STRIKE

At 8th level, you gain the ability to endow your weapon strikes with psionic energy. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

CHANNEL DIVINITY: DARKPLANE ASCENSION

At 17th level, you can use your Channel Divinity to open a portal into the Darkplane.

You may spend an action to create a 15-foot cone extending from your holy symbol. The base of the cone becomes a portal facing you, and creatures and objects within the cone are pulled through the portal into the Darkplane unless they weigh 500 pounds or more, or succeed on a Strength saving throw. Once created, the portal stays open for 1 minute, or until you use an action to close it.

Class Option: Darkness Domain

When the sun sets, the priests of darkness venture into the night like living shadows. Their presence is not always felt as they call the Void forth, nor are their hidden altars seen by mortal eyes. They worship gods like Imbakhao, Ulmhasa, and Daemoth, who use fear to inspire reverence, whose very presence is living emptiness.

The clerics of the darkness domain know how to harness the material of the Shadow Realm to pass unseen, to call shadow creatures to their side, and to twist the dreams and memory of other mortals. Their motives differ from god to god. Some fight shadow with shadow, while others look forward to a day when material life will be consumed by darkness.

DARKNESS DOMAIN SPELLS

Cleric Level      Spells
          1               inflict wounds, unseen servant
          3               darkness, misty step
          5               fear, spirit guardians
          7          dimension door, phantasmal killer
          9          dream, scrying

DARKVISION

When you choose this domain at 1st level, your eyes see through darkness into the shadow essence of all around you. You gain darkvision within 60 feet, and have advantage when making Wisdom (Perception) checks to spot hidden creatures within that distance.

CHANNEL DIVINITY: SHADOWBLADE

Starting at 2nd level, you can use your Channel Divinity to create a weapon out of shadow essence.

As a bonus action, you can form a dark, shadowy blade in your free hand. The blade is similar in size and shape to a scimitar, and you have proficiency with it. It lasts for 1 minute, or as long as you maintain concentration. If you let go of the blade, it disappears, but as long as your concentration isn’t broken you can form the blade again as a bonus action.

You can use your action to make a melee spell attack with the shadowblade. On a hit, the target takes 2d6 necrotic damage.

 

CHANNEL DIVINITY: SHADOWMANTLE

Starting at 6th level, you can use your Channel Divinity to disappear into the darkness. As an action, you become invisible until the end of your next turn. If you attack or cast a spell, you become visible again.

TWIN SHADOWS

Beginning at 8th level, when you use Shadowblade, you form one shadowblade in each hand. When you take an action to attack with one shadowblade, you can use a bonus action to attack with the second one.

When you reach 14th level, you add your Wisdom modifier to the first shadowblade attack you make on your turn. If you have the fighting style Two-Weapon Fighting, you gain the benefit of it when making a second shadowblade attack.

TRUTH IN Darkness

Starting at 17th level, you can slip through the bounds of the Material Realm to peer into the souls and minds of others. You can use an action to gain truesight within 30 feet for 1 minute. While this effect is in place, you can see into the Primordial Realm, the Shadow Realm, and Spirit Realm.

  Dark Wizard  by  Antichristopher

Dark Wizard by Antichristopher