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Prior to the Facton War in Sigil, The Factions were some of the most powerful groups in the Planes. Each faction had a base of operations in Sigil, and one on the Planes as well. After the Faction War, the Lady of Pain banished the Factions from Sigil. Well, she did and she didn't. The Factions were no longer welcome to run the day to day activities of Sigil for the Lady. And they were no longer welcome to have a base of operations in the city. Twenty years later, the factions have finally realized that they are allowed back in the Cage, just not welcome to run it. And, these groups have slowly, and quietly been returning and identifying portals in and out of Sigil to get them home. While the factions cannot run the city, they are buying property where these convenient portals are located, and using them as a means to enter Sigil for recruitment, and then taking said new recruits out.
“The gods are frauds! The unknowable truth lies beyond the veil!”
Prerequisite: Worshippers of specific gods cannot join the Athar. Clerics who join must renounce their gods, and can worship the Great Unknown.
The Athar, also called Defiers or The Lost, believe that the gods of the known multiverse are just really powerful beings, but not actual gods worthy of worship. Possessing great might alone does not make any being worthy of worship. They include disgruntled ex-priests, victims of divine curses, saboteurs working against the temples of evil gods, atheist propaganda artists, and cult-breakers. For some Athar, tearing down the temples of these false gods in enough, while others search for what is truly sacred. On the planes they have safehouses in ruined temples in the Outlands and call the Athar Citadel on the Astral their headquarters.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Defier (Namer) - Athar Restriction, Defiant, Divine Curse Immunity
10 Athaon (Factotum) - Hidden from the Gods
25 Factor - Banishment
50 Factol
Athar Restriction. Gods and their servants are initially unfriendly toward you. Accepting aid from a servant of the gods is considered beneath an Athar, and prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Defiant. You can spend Inspiration to remove a condition or effect imposed on you by a servant of the gods (like an angel, cleric, or proxy).
Divine Curse Immunity. You are immune to divine curses such as bestow curse, divine word, geas, and any other spell or effect your DM determines qualifies as a “divine curse.”
Hidden from the Gods. You benefit from a perpetual nondetection spell when it comes to divinations cast by the gods and their servants.
Banishment. You can cast banishment on a servant of the gods. This requires no material components. Your spellcasting ability is Charisma. The target suffers disadvantage on its saving throw. You must take a long rest before using banishment again.
Allies - The Mind's Eye
Enemies - most gods and their religions
“The multiverse ain’t supposed to make sense; there’s no grand scheme, no deep meaning, no elusive order. The only truth worth finding lies within.”
Prerequisite: Lawful characters cannot join the Bleak Cabal because a life without meaning means a life without order.
The Bleak Cabal, its members known as Bleakers or Madmen, believe there is no inherent meaning in the multiverse, so we need to look within to find whatever meaning we give to it. Some members abandon all hope of meaning, while others who find inner meaning to fight the madness which plagues them. They include “bleaknik” poets, grim warriors, moody mages and priests, nihilists, and those who’ve been exposed to the winds of Pandemonium. On the planes they have their headquarters in a town called the Madhouse on Pandemonium.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Bleaker (Namer) - Bleaker Restriction, Madness Immunity, Undecipherable Mind
10 Factotum - Psychic Resistance
25 Factor - Absorb Madness
50 Factol
Bleaker Restriction. You have indefinite madness (see DMG), which manifests as an additional character flaw. At the end of each day you must roll a d20, and on a 1 you succumb to a deep depression which lasts for 24 hours. During this depression, if you take any other actions besides resting, you cannot gain Inspiration until you atone or prove yourself to your faction’s cause (or lack thereof!).
Madness Immunity. You are immune to madness-inducing spells and effects, such as confusion, crown of madness, feeblemind, Otto’s irresistible dance, Tasha’s hideous laughter, the gaze of an umber hulk, or the winds of Pandemonium.
Undecipherable Mind. You can spend Inspiration to mask yourself from detect thoughts and similar forms of mind-reading for one minute (as if your Intelligence were 3 or lower).
Psychic Resistance. You gain resistance to psychic damage.
Absorb Madness. You may remove madness from a creature by touching them in an undisturbed meditation that lasts for 6 hours; at the end of this, their madness is cured and you take a level of exhaustion or suffer short-term madness as described in the DMG (your choice).
Allies: Doomguard, Dustmen, Revolutionary League
Enemies: Fraternity of Order, Harmonium, Sons of Mercy, Sod-Killers
“Entropy is ecstasy. Decay is divine. The multiverse is supposed to fall apart. We’re just here to keep fools from interfering.”
Prerequisites:
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. On the planes the have four Doomguard Citadels on the Elemental Planes.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Sinker (Namer) - Doomguard Restriction, Sift, Weapon Proficiencies
10 Entropy Champion (Factotum) - Entropic Blow
25 Doomlord (Factor) - Entropic Blade
50 Factol - One with Entropy
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 Proficiencies. 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 Blade. You gain an entropic blade forged from your own flesh, though you are reduced to half hit points after the forging process.
Allies - Bleak Cabal, Dustmen
Enemies - Fraternity of Order, Harmonium
“We’re all dead - some more so than others. So, we explore our current state with patience, purge our passion, and ascend toward the purity of True Death.”
Prerequisite: Clerics of the Life domain cannot join.
The Dustmen, also called the Dead, believe this “life” is actually just one stage of death, that we’re all leading afterlives and the only difference is how aware of this truth we become. Purging themselves of emotion, Dustmen hope to attain the True Death and move to whatever lies beyond the planes (or perhaps oblivion). Those attracted to the faction include death priests, necromancers, those who’ve led lives of great suffering, those with undead loved ones, and mystics seeking mastery of their emotions. In Sigil they are based in the Mortuary, while on the planes they claim the Negative Energy Plane as their headquarters.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Dead (Namer) - Dustmen Restriction, Dead Truce
10 Initiate of the 5th Circle - (Factotum) Command Undead
25 Initiate of the 1st Circle - (Factor) Beyond Life
50 Factol
Dustmen Restriction. Raise dead, resurrection, and true resurrection do not work on you. If you act against the True Death (e.g. by attempting to restore someone to life or forcing a ghost to linger longer than necessary) you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Dead Truce. An ancient compact between the Dustmen and undead prevents undead from attacking you unless you initiate hostilities first. You can spend Inspiration to extend the Dead Truce to companions within 5 feet of you as long as you maintain concentration.
Command Undead. You can use an action to command a mindless undead within 60 feet of you. If the undead already obeys the commands of a master, it gets a Charisma saving throw (Difficulty 8 + your proficiency bonus + your Charisma modifier). If the undead fails its save or has no master, it becomes friendly and obeys your commands until you use this ability again.
Beyond Life. You are no longer considered to be a living creature with respect to spells and magic (e.g. anti-life shell). Should you die and your remains are returned to the Dustmen, you are revived as a free-willed undead. As an undead you no longer need to breathe, sleep, eat, or drink, you are immune to poison damage and the poisoned condition, and you gain darkvision (60-ft). You count as undead for the purposes of spells and effects.
Allies - Bleak Cabal, Doomguard
Enemies - Society of Sensation, The Mind's Eye
The Eternal Haunt
“Suffering exists only because weakness exists. You must learn to despise all weaknesses. Hate it in others, but most of all, hate it in yourself. Weakness compels strength, betrayal begets blood.”
Prerequisite: Non-good monks and those without a class or a level in monk can join the Eternal Haunt, as long as they switch to the Way of Shadow at their next level. Namers must have at least three levels of monk and follow the Way of Shadows before continuing in another class. Only the worthy can learn the way of the shadow monk/ninja.
The Eternal Haunt, its members known as Specters or Ninja, train in the art of shadow. These 'ghosts' spend their every waking moment training and carrying out various missions of espionage, and other mercenary work. The members are more akin to a family or clan. Inner fighting is prohibited. Everything is for the sake of the clan. Betrayal is met with a swift death.
Members of the Eternal Haunt are carefully vetted for the organization, before being recruited. While some folk may have heard of this group, the average cutter off the street cannot walk up to a member and expect to join. Just asking a member about their faction would probably lead a berk to wind up in the dead book.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Specter (Namer) - Specter Restriction, Mobility, Ghost Step
10 Factotum – Keen Mind
25 Factor - Noiseless
50 Factol – Infinite shadow
Restriction - You have a loyalty to the clan. Any action you take should be neutral or to the clans benefit. Any action that goes against the clan or an assigned mission or the clan will prevent you from gaining inspiration until you have proven your loyalty. Betrayal of the clan is a death sentence.
Mobility - You are exceptionally speedy and agile. Your base speed is increased by 10'. When you use the dash action difficult terrain does not incur a movement penalty on that turn. When you make a melee attack against a creature, you don't promote opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Ghost Step - By expending a point of inspiration, a Spectre can phase up to 60ft through any material within range, and lasts for 1 round per point of wisdom bonus. The "passage" creates no instability in a structure surrounding it. If the member is caught inside of an object when the time runs out, they are shifted to the nearest empty space, and take 1d10 dmg for every five feet they moved to arrive at that space.
Keen mind - You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. Increase your Intelligence score by 1, to a maximum of 20. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.
Noiseless - Your movements no longer make sounds.
Infinite Shadow - You have learned to be invisible in the dark. So much so that while in shadow those with dark vision or magical means can not detect you.
Allies: The Eternal Haunt
Enemies: No one…..everyone….
“Everyone‘s responsible for themselves. For good or bad, you carve out your own fate. ”
Prerequisites: Sods of lawful good alignment can't join the Fated, but those of chaotic or neutral tendencies might find the group attractive
The old adage “survival of the fittest” is the Fated’s mantra; they seek to be self-reliant, to adapt to whatever the multiverse throws at them, and to make their own destiny. Once, they were called Takers or the Heartless, but after 20 years on Ysgard, they have become known as the Survivors. Their numbers include merchant princes, pioneering explorers, power-hungry nobles, blackmail artists, and rogues. Really, anyone who is looking to make their mark on the multiverse, and is willing to work for it. On the planes they make their headquarter’s in Rowan’s Hall on Ysgard.
Ranks and Special Abilities
Renown Rank Special Abilities
1 Taker (Namer) - Fated Restriction, Bonus Proficiencies, Self Reliance
10 Factotum - Make Your Own Fate , Plane Knowledge
25 Factor - Extortion, Enhance Ability
50 Factol
Fated Restriction. No member of the Fated can be of the Lawful Good alignment. Members of the Fated don’t accept charity, always provide services before payment is rendered, and strive towards self-reliance. Should you compromise these core values, you lose the ability to gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Bonus Proficiencies. Gain proficiency in 2 skills, weapons, or tools of your choice.
Self Reliance. You can spend Inspiration to apply your proficiency bonus to an ability check when using a skill you’re not proficient in.
Make Your Own Fate. Attempts to foretell your future are always ambiguous, as are divinations regarding you.
Plane Knowledge. You choose a plane of existence, and a layer on that plane, if it has layers. Gain a +2 bonus to checks about the plane and its people. You become familiar with all the dangers, denizens, and refuges of a specific plane. This includes knowing where portals are, what they look like, being familiar with the locals, and how to talk to them. This includes the powers on the plane. With a DC 15 check, the Taker can determine which way to go to find any portal or destination he's heard of, recognize rare or uncommon residents of that plane, determine the purpose of any native he meets, or survive without food and water or special equipment. While on the layer of that plane, the taker has direction sense, weather sense, and an additional +2 bonus on survival checks while on that layer.
Extortion. When using persuasion, deception, and intimidation, you gain a +2 bonus.
Enhance Ability. Gain +1 to two ability scores, or +2 to one ability score, or one feat
Allies - The Free League, The Sod-Killers
Enemies - Most other groups on the Planes despise the Fated, but more-so after the events of the Faction War, and the actions of their former Factol, Duke Rowan.
“Everything has laws; most are dark. Learn the laws of the multiverse and you can control it.”
Prerequisite: Only Lawful characters can join the Fraternity.
“Knowledge is power” claims the Fraternity of Order, whose members are known as Guvners and seek to master the rules that govern the planes themselves. They include sages, bureaucrats, information brokers, scholarly mages, and priests of gods of knowledge. On the planes, their headquarters is the Fortress of Disciplined Enlightenment on Mechanus.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Guvner (Namer) Guvner Restriction, See Pattern
10 Administrator (Factotum) Manipulate Probability
25 Bureau Chief (Factor) Loophole
50 Factol
Guvner Restriction. A Guvner won’t break the law unless he can find a loophole around it. Should you knowingly break a law, you lose the ability to gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
See Pattern. You can cast comprehend languages once per day. You may spend Inspiration when casting comprehend languages to decode any secret messages or ciphers in the writing, and to recognize the presence of arcane sigils (e.g. glyph of warding).
Manipulate Probability. Once per day, you can manipulate probability as a bonus action to apply advantage or disadvantage to an attack, check, or saving throw that you or a creature you can see makes. This appears as a series of coincidences you orchestrated which leads to some helpful or disruptive circumstance.
Loophole. You discover a loophole in the laws of the multiverse that allows you to cast a single spell of 5th level or below. Describe the nature and logic of your loophole. Each time you cast this loophole spell there is a cumulative 10% chance the multiverse closes that loophole. Once closed, you lose access to the loophole spell, but you can learn a new loophole by spending 10 days x the spell’s level of downtime researching.
Allies - Mercykillers, Harmonium
Enemies - Xaositects, Revolutionary League
“This ain’t no faction, and nobody tells us what to do. Keep your options - nobody’s got the keys to the truth.”
“Live free or die” is the Free League’s motto, and its members who are known as Indeps uphold personal freedom and political independence as the greatest of virtues. Though neutral in most conflicts, Indeps vehemently oppose tyrants, slavery, and any who would deprive a being of their free will. The Free League includes bards, bariaur, wanderers, planar merchants, smugglers aiding escaping slaves, nationalists struggling for recognition of their land’s independence and many more. In Sigil they are based in the Great Bazaar, while on the planes they inhabit numerous villages and towns in the Outlands.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Indep (Namer) Indep Restriction, Free Mind
10 Factotum Know Faction
25 Factor Freedom of Movement
50 Factol
Indep Restriction. A true Indep never gives away his or her independence, power, or truth to any outside authority, whether a faction, king, or the powers of fate itself. Should you betray your belief in independence, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Free Mind. You have advantage on saving throws against charm spells and effects. Additionally, you can spend Inspiration to remove the charmed condition from yourself.
Know Faction. When observing or interacting with a creature for 1 minute, you can determine which faction/sect they are aligned with, provided you know about that faction. If the creature is trying to conceal its faction, you must make a Wisdom (Insight) check opposed by their Charisma (Deception). Note that members of the Revolutionary League always appear to be whatever faction they’re disguised as, even if you use Know Faction.
Freedom of Movement. You benefit from a continuous freedom of movement effect, as per the spell, so long as you’re conscious.
Allies - Fated
Enemies - Harmonium
“Peace is our goal. But if it takes a little war to get others to see things the right way - the Harmonium way - so be it. That’s how we’ll reach out golden harmony.”
Prerequisite: Only Lawful characters can join the Harmonium.
The Harmonium, also known as Peacemakers (or Hardheads by those more jaded) believe in enduring peace, even if sometimes violent means are required to achieve their ends, and see unresolved conflicts as the greatest threat to the planes. They point to the Blood War as the antithesis of their beliefs. Despite their love of peace, the Harmonium is organized as a semi-military faction. Peacemakers include itinerant negotiators, military commanders who’ve seen too much bloodshed, clerics and paladins of St. Cuthbert, and pacifist monks. In Sigil they are based in the City Barracks, while on the planes their headquarters is the town of Melodia on Arcadia. The Harmonium know the Codex of the Infinite Planes was used to found a harmonious empire on the Prime Material Plane ages ago, but they also know it destroyed that same empire: the Isles of Woe.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Notary (Namer) - Harmonium Restriction, Charm Person, Sue for Peace
10 Measure (Factotum) - Peaceful Mind
25 Mover (Factor) - Command
50 Factol
Harmonium Restriction. There are two things which the Harmonium considers treasonous - disobeying just orders from a Harmonium superior, or initiating wanton violence with no intention to arrive at peace. Should you betray the Harmonium’s beliefs you cannot gain Inspiration until you atone or otherwise prove yourself to your faction.
Charm Person. You can cast charm person once per day, using Charisma as your spellcasting ability.
Sue for Peace. You can spend Inspiration to convince two hostile groups to stop fighting long enough to hear what you have to say for up to 1 minute.
Peaceful Mind. Your saving throws against fear and emotion-related magic are advantaged.
Command. You can cast command as a 3rd level spell once per day, using Charisma as your spellcasting ability.
Allies - Guvners, Sons of Mercy
Enemies - Indeps, Revolutionary League, Xaositects
"We must go on a journey of self discovery to connect to the multiverse, that we can find themselves only by 'finding" the infinite wonder and fulfillment of the planes."
Prerequisite: None
The Mind's Eye, also called Seekers or Visionaries, believe that Life is a Journey, not a Destination. Sitting in one place won't help a body grow; he's got to forge out into the unknown, seeking out the kinds of challenges that'll test his character and show him what he's really made of. Ultimately, those who prove themselves worthy enough (whatever that means) may pass into a new kind of existence. 'Course, each basher must follow his own path toward personal discovery, as the cosmos holds different challenges for all. Everyone's the center of his own world. But it's more than that - the Mind's Eye likes to say that by facing the tests of the unknown, a cutter defines not only himself but the reality around him, bringing with him as much meaning as he takes away. In other words, everyone shapes and is shaped by the multiverse, a relationship that benefits both.
The Seekers prefer the Outlands, which sit at the center of the Outer Planes and provide easy access to the rest of the multiverse. Rather than wander the Land, they maintain a base in each of the gatetowns, the better to catch a quick portal to wherever they want to go. What's more, they enjoy being so close to the Hinterlands-the unexplored and mysterious MP that lies beyond the ring of gate-towns. Its virgin ground seems ripe with potential.
Sound harmless? It would be, if it wasn't for the fact that Seekers consider the cosmos their own personal playground and feel that everything and everyone in it exists only to Inform their journey of self-discovery. As a result, the Seekers feel removed from their surroundings, almost as if they're actors on a stage cluttered with scenery, props, and bit players. They tend to be arrogant, inconsiderate, and at times wholly oblivious to the concerns of others. Lots of folks call 'em "the Mind's I" instead.
Don't misunderstand, though-Seekers aren't coldhearted or aggressive, and they won't put a berk in the deadbook without good cause (even if his life's worth less than their own). They're just out to explore the multiverse and, in the process, find themselves. They don't expect other sods to understand.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Notary (Namer) - Mind's Eye Restriction, See Through the Lies, Let Go of Your Fear
10 Measure (Factotum) - Not All Who Wonder Are Lost
25 Mover (Factor) - Sight Beyond Sight
50 Factol
Mind's Eye Restriction. A true Seeker never stops looking for the unknown, never stops testing themselves. Should you betray your faction's beliefs, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
See Through the Lies. Members gain Advantage when making a save or attempting to disbelieve an illusion of any type.
Let Go of Your Fear. spend 1 point of inspiration to negate fear effects for a scene.
Not All Who Wonder Are Lost. You have an uncanny sense of direction, and can never be lost, even in a place that is completely new.
Sight Beyond Sight. You can cast True Sight 1/day, using Wisdom as your spellcasting ability
Allies - The Fraternity of Order, Athar
Enemies - none currently, but because they are brash and arrogant, they tend to rub ordinary folk the wrong way.
“The status quo is built on lies and greed. Crush the factions. Break ‘em all down and rebuild with what’s left - that’s the only way to find the real truth.” Prerequisite: Lawful characters can’t join the League. The Revolutionary League, known as Anarchists, believes that power corrupts, and that governments should fear their people rather than the other way around. Members of the Anarchists include proletariat rabble-rousers, vigilantes, assassins with a cause, and saboteurs. In Sigil they operate from secret safehouses, while on the planes their headquarters is the Bastion of Lost Hope in Carceri. Most Anarchists see the Codex of the Infinite Planes at best as a weapon to help them overthrow the old order, and at worst as a dangerous weapon of tyrants past.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Anarchist (Namer) - Anarchist Restriction, Conceal Motives, Faction Guise
10 Factotum - Deep Cover
25 Factor - Resistance Cell
50 Factol
Anarchist Restriction. Anarchists cannot hold public office, noble title, own a business, hoard wealth, or tie themselves to the power structure. Should you betray your faction’s beliefs, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction.
Conceal Motives. You can spend Inspiration as a reaction to perfectly conceal your thoughts and motives. Whoever was attempting to gain insight into you instead receives whatever information you choose or merely gets a muddled result.
Faction Guise. You can automatically pose as a member of any other faction; neither magic nor ability checks reveal that you don’t belong to the faction. While you don’t gain special abilities of the faction, you do benefit from social position in the faction at the Namer level.
Deep Cover. You gain proficiency in one of the following: disguise kit, forgery kit, thieves’ tools, or a language. During downtime, you can infiltrate a faction, increasing your renown in that faction by 1 each day you spend establishing your deep cover. The maximum renown you may possess in that faction is equal to your renown in the Revolutionary League.
Resistance Cell. During downtime you can organize a resistance cell to fight a regime or other authority you deem unjust. Each day you organize the cell it has a 1% cumulative chance to intercept a communique, stymie the regime’s communications, or perform some small act of sabotage so long as you maintain active resistance. However, neglecting the cell for a month or major setbacks to the cell’s operations can reset this percentage chance to 0%.
Allies - Doomguard, Xaositects
Enemies - Harmonium, Guvners
“To know the multiverse, experience it fully. The senses form the path to truth, for the multiverse doesn’t exist beyond what can be sensed.”
According to the Society of Sensation, also known as Sensates, the multiverse doesn’t exist beyond what can be sensed; they strive to expand their palate of experience to encompass as much as they can. They include artists of every shade, epicurean bards, planewalkers, wanderers, and anyone with a taste for the finer things in life. In Sigil the Sensates are based in the Civic Festhall, while on the planes their headquarters is the Gilded Hall in Arborea.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Sensate (Namer) Sensate Restriction, Honed Senses, Sensory Touch
10 Factotum Ward of the Senses
25 Factor Sense Link
50 Factol
Sensate Restriction. Sensates’ beliefs center on trying new experiences; if you reject a potential new experience that is not clearly harmful, then you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Honed Senses. You gain darkvision (60 ft.) or, if you already have darkvision, double its range. In addition, you gain proficiency in Insight, Investigation, or Perception (your choice).
Sensory Touch. You can spend Inspiration to use a sensory touch on a creature you touch during a minute of quiet reflection; the touch transfers one of your Hit Dice worth of hit points to the target as you open to their pain, experiencing a brief vision of how they received their wounds. At 4th level you can transfer up to 2 HD, at 8th level up to 3 HD, at 12th level up to 4 HD, at 16th level up 5 HD, and at 20th level up to 6 HD.
Ward of the Senses. You are immune to being blinded or deafened.
Sense Link. You can establish a sense link with a willing or restrained/incapacitated creature you touch during a minute of quiet reflection. If they are unwilling they get a Wisdom saving throw (DC 10 + your proficiency bonus + Charisma modifier). Once the link is established, you gain the benefit of a clairvoyance/clairaudience spell centered on the target for up to 8 hours as long as you maintain concentration.
Allies - Signers, Indeps, Guvners
Enemies - Doomguard, Sons of Mercy, Sod-Killers, Dustmen
“Might Makes Right”
Prerequisite: Any non-good, non-chaotic characters can join the Sod-killers
The Sodkillers are of a mind that any dilemma can be resolved with force. Might makes right. And since they see themselves as being mighty, they see themselves as being right. The more cynical of the Mercykillers (or simply the meaner ones) who didn‘t think that the Sons of Mercy‘s way would work decided if Arwyl Swan‘s Son was going to revive an old faction, so were they. This time they wouldn‘t make the mistake of sharing the reins of power with anyone, much less annoying idealistic do-gooders like the Sons of Mercy. Now they hire themselves out as mercenaries, proving their philosophy works. They‘ve already cemented themselves in Sigil behind the cover of the Minder‘s Guild, biding their time until the factions regain their status. When that time comes, they‘ll seize their goals with all of their might until they have everything they want in their grasp.
Shortly after forming the Sodkillers established a guild in Sigil called the Minder‘s Guild which makes up the bulk of their business as a front for people to hire them as mercenaries. They act as bounty hunters, and now (unlike before the Faction War) they can act as judge, jury, and executioner without having to worry about the Hardheads or Guvners breathing down their necks about proper trials. The Sodkillers are quickly moving their way into positions of power throughout the city, without wasting effort on subtlety or tact. So far, this no-nonsense approach to politics has been very effective at garnering public support in the wake of the Lady‘s Edict. While all this ―forcing business may get on people‘s nerves as Sigil begins to settle, for now the Sodkillers are enjoying an ego-tripping power grab that doesn‘t let too much slip through their fingers. Currently, the Sodkillers, also called Brutes, or Sellswords, are located at Vorkehan on Acheron, and at The Tower of the Wyrm in Sigil.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Sodkiller (Namer) Sodkiller Restriction, Justice Strike, Street Smarts
10 Justice (Factotum) Mercer's Favor
25 Justicar (Factor) Bonded Quarry
50 Factol
Sodkiller Restriction. Sodkillers who let the guilty go without justice or fail to fulfil a contract, betray their faction. Should you betray the Sodkiller’s beliefs you cannot gain Inspiration until you atone or otherwise prove yourself to your faction.
Justice Strike. You can spend 1 point of Inspiration to deliver a blow for justice against a known criminal, turning your hit into a critical hit.
Street Smarts. Training with the Mercers Guild has given you a sense of how criminals think and behave. Choose 3 skills to gain proficiency in: Acrobatics, Stealth, Investigation, Insight, Perception, Survival, Survival, Deception, Intimidation, Persuasion. Investigation can be used in place of Survival to track prey through an urban environment.
Mercer's Favor. Spend one point of inspiration to give your opponent disadvantage on their next roll. Gain access to The Mercer's Guild special equipment, Blood of Justice, the planar man-catcher, and the Shifters Manacles. A Sodkiller can request one of these items once a month, and if possible, must make every effort to return the item. both the planar man-catcher and the shifters manacles prevent whomever is bound by them from using any type of teleporting or plane-shifting magic to escape being bound.
Bonded Quarry. When you swear to pursue an escaped criminal or prove a wrongfully accused innocent, you can sign a document in blood, magically bonding yourself to your quarry. Your quarry becomes aware of this bond; a criminal is filled with dread while a wrongfully accused innocent is filled with hope. You have a flawless direction sense to your quarry, which spans across planes. During a day of downtime you may change who your quarry is via another ceremony, though only if the situation with your previous quarry is resolved. Additionally, you receive a scroll of hold person (which you can use even if you’re not a spellcaster) to aid in bringing your quarry to justice.
Weapon Cost Damage Weight Properties
Planar Man-catcher 25 gp 1d4 bludgeoning 2 lb. Two-handed, reach, special
A man catcher is a polearm with a two-pronged head. Each prong is semi-circular and ends in a hinged lip that allows an object through, but not back.
You are at disadvantage when you use a man catcher to attack an opponent within 5 feet of you.
If you hit a medium humanoid or beast with a man catcher you may make a grapple check against it. When you move a creature grabbed with the man catcher, you can choose to move it adjacent to you or keep it at reach. While grabbing a creature in this way you cannot make attacks with the man catcher and must continue to hold it with both hands.
Allies - Guvners
Enemies - Harmonium, Revolutionary League, Sons of Mercy, Xaositects
“Might makes Right. ”
Prerequisite: Anynoe of a non-good, non-chaotic alignment can join.
The Sodkillers are of a mind that any dilemma can be resolved with force. Might makes right. And since
they see themselves as being mighty, they see themselves as being right. The more cynical of the
Mercykillers (or simply the meaner ones) who didn‘t think that the Sons of Mercy‘s way would work
decided if Arwyl Swan‘s Son was going to revive an old faction, so were they. This time they wouldn‘t
make the mistake of sharing the reins of power with anyone, much less annoying idealistic do-gooders
like the Sons of Mercy. Now they hire themselves out as mercenaries, proving their philosophy works.
They‘ve already cemented themselves in Sigil behind the cover of the Minder‘s Guild, biding their time
until the factions regain their status. When that time comes, they‘ll seize their goals with all of their
might until they have everything they want in their grasp.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Mercykiller (Namer) Mercykiller Restriction, Justice Strike, Zone of Truth
10 Justice (Factotum) Sense Guilt
25 Justicar (Factor) Bonded Quarry
50 Factol
Meryckiller Restriction. Mercykillers who let the guilty go without justice, or who present false testimony against the innocent betray their faction. Should you betray the Mercykiller’s beliefs you cannot gain Inspiration until you atone or otherwise prove yourself to your faction.
Justice Strike. You can spend Inspiration to deliver a blow for justice against a known criminal, turning your hit into a critical hit.
Zone of Truth. You can cast zone of truth once per day.
Sense Guilt. When observing or interacting with a creature for 1 minute, you can make a Wisdom (Insight) check to determine how much guilt they feel (none, a little, some, a lot) regarding a specific topic raised by you, another, or the environment.
Bonded Quarry. When you swear to pursue an escaped criminal or prove a wrongfully accused innocent, you can sign a document in blood, magically bonding yourself to your quarry. Your quarry becomes aware of this bond; a criminal is filled with dread while a wrongfully accused innocent is filled with hope. You have a flawless direction sense to your quarry, which spans across planes. During a day of downtime you may change who your quarry is via another ceremony, though only if the situation with your previous quarry is resolved. Additionally, you receive a scroll of hold person (which you can use even if you’re not a spellcaster) or a potion of truth (which Mercykillers call “blood of justice”) to aid in bringing your quarry to justice.
Allies - Harmonium, Guvners
Enemies - Sensates, Signers, Revolutionary League, Sodkillers
“Action without thought is the purest response. Train body and mind to act in harmony, and the spirit will become one with the multiverse.”
The Transcendent Order, whose members are called Ciphers, seeks the purity of action without thought, and adhere to a philosophy of intuitive connection to the “cadence of the planes.” They include monks, esoteric warriors and mages, and those who seek inner peace. On the planes they call Elysium home.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Cipher (Namer) Cipher Restriction, Action Trance, Initiative Bonus
10 Master of the Heart(Factotum)Precognition
25 Master of the Mind (Factor) Greater Action Trance
50 Master of the Spirit (Factol)
Cipher Restriction. Ciphers act without hesitation. Should you pause to consider or debate a pending action, or waver in your course of action, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Action Trance. You can spend Inspiration to enter an action trance as an action. This trance lasts for up to one minute, and while in trance you win all initiative ties, can take reactions even when surprised or a monster’s ability expressly would prevent you from taking reactions, and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
Initiative Bonus. You add your proficiency bonus to Dexterity checks for initiative.
Precognition. During a long rest in which you meditate for at least an hour, you receive fleeting visions of the future that grant you information equivalent to an augury spell.
Greater Action Trance. Entering an action trance no longer requires an action on your part; instead, you may enter it automatically when initiative is rolled. While in trance, your saving throws against mind-affecting spells and effects (like charm person, a monster’s fear aura, or a harpy’s song) are advantaged, and you are immune to detect thoughts and other forms of mind-reading.
Allies - Most Factions
Enemies - Harmonium
“Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its secrets.”
Prerequisite: Only Chaotic characters can join the Xaositects.
Xaositects, also called Chaosmen, embrace the chaos around them, believing there is no connection between cause and effect, that the rules and divisions we create all just conceal one fundamental truth: everything changes. They include graffiti artists, gamblers, wild mages, crazed thugs, anyone exposed to the chaos soup of Limbo. In Sigil they are based in the heart of the Hive, while on the planes they call Limbo home.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Chaosman (Namer) Xaositect Restriction, Babble, Embrace the Xaos
10 Boss (Factotum) Incite Mob
25 Big Boss (Factor) Channel Randomness
50 Factol
Xaositect Restriction. Xaositects don’t found businesses, build strongholds, raise armies, or undertake any other actions that require long-term organization and discipline. Should you take such action, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Babble. You can spend Inspiration to use babble as an action against a creature you can see within 60 feet. The creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), or else it speaks gibberish for the next hour and any spells it tries to cast with a verbal component have a 50% chance of failing. Neither comprehend languages nor tongues can make the creature understood.
Embrace the Xaos. You know scramblespeak, the secret Xaositect language which is also understood by slaadi. You also have an instinctive sense for whether a phenomenon is truly random or if there is an underlying order; though, if there is an order, you don’t understand it.
Incite Mob. You can cast confusion once per day, using Charisma as your spellcasting ability.
Channel Randomness. Once per day you can duplicate the effects of a wand of wonder (DMG). Alternately, you may duplicate the effects of another magic item with a random table like a bag of tricks or deck of many things at your DM’s discretion.
Allies - Doomguard, Bleakers
Enemies - Harmonium, Guvners