Check out the change log at the bottom of the screen to see updates to the site.
Religious types find that the absolute belief in their gods does have some perks. Check out the groups below to experience how the faithful are rewarded by their dieties.
As the characters pay homage to the gods, following the dogmas of the religion and fulfilling their obligations to their Gods, they will be awarded with Piety Points at the end of each game session. These points will allow the players to progress in Piety Rank, granting several benefits to its characters, and at the same time encouraging the roleplaying in a polytheistic world. These points are only valid for the Gods or pantheon that they are affiliated to.
The Piety Points are distributed to each character in a scale of 0 to 2, where:
• 0 indicates that your actions were irrelevant to the Gods
• 1 indicates that your actions brought some benefits to the Gods
• 2 indicates that your actions brought great benefits to the Gods
Piety has ranks from 1-5, and advancing to each rank has a cost in piety points, as well as other requirements.
A character's action may cause his or her Piety score to increase or decrease, and with it benedictions or anathemas associated with it.
One of the PC's, Gulgrog, who is a faithful Paladin, worships The Headless Council
"What is best in life?
To crush your enemies, to see them driven before you, and to hear the lamentations of their women."
Once, there was a clan hall which hung a hundred sacred heads. Orcs, goblins, humans - the heads of chiefs, shamans, healers, and heroes. All the severed heads of my most venerated ancestors hung there amidst ritual, incense, and worship. Their sewn eyes were blind yet their gaze fell upon the councils, the ceremonies, and the oaths of my kinsman. Their sewn mouths were mute yet their guidance could be heard in clan council or in divinations. These are my gods, the Headless council. But my gods are on the brink of extinction.
That hall burned. And the heads with it. Who do my gods council now? No farmer burns a stalk of grain before their altars. No midwife utters a prayer to them at their bloody work. No warrior seeks their favor as they go headlong into the fray. My gods are dying. But they are not dead yet. And there is one relic, still. One severed head. It hangs from my neck.
I once held a vision. And the severed head that hung from my neck spoke. Gary, the great Orc chief, did not lament. Nor did he rage. Nor did he bid me build an altar from the moldering corpses of foes. There was no call to vengeance nor any malice. He said war was the way of the world. And that the strong break the weak. Our clan was a simple casualty of that inexorable truth. We, the Severed Heads, were extinguished. And the Headless Council’s power fell with its people.
But that power can be restored. And my gods could still find a people to guide and to favor. A clan could be reforged, a pantheon’s power restored, and a champion could walk under their gaze, again. I wish to be that champion. One with their favor and worthy of the lineage of those great elders. I wish to ride into a trembling foe with all the glory and power of the Headless Council. I wish to give my gods a people to protect and more. Not only to restore their power, but to make the Headless Council a godhood that will demand the respect from all the high deities. But that is far, far from where I am now. Far and hard, gods… and Gary… give me strength.
The Severed Head Clan and the Headless Council
The Severed Head clan were a shamanistic tribe that lived along the Sword Coast. The tribe was a patchwork of races including Orcs, Half-Orcs, Humans, and Goblins.
The Severed Head clan earned their name from a practice of keeping the heads of their mighty chiefs, great shamans, and warriors of renown. When a worthy tribeman was killed or felled in battle, their heads would be severed, shrunken, and kept as a tribal relic. These relics were consulted in rituals that guided the clan and in determining when the omens were right for war and peace. These ancestors were collectively referred to as the Headless Council, and they ascended to a minor pantheon of lessor deities.
The Headless Council is an amalgam of individuals with their own personalities. However, the Council itself is of Neutral alignment and strongly favors Lawful action. Honor, oathkeeping, and strength are virtues of the Council.
In war and battle, the Council accepts the surrender of any and all foes. Strength is respected, especially in the enemy. A defeated foe may keep their life and pride, should they surrender and submit. However, that submission is ultimate and final. There is no contempt for the conquered but there is also no mercy for the enemy. This is the law and order of war and strength.
Outside of conflict, the Council favors keeping one’s words. Treachery, outside of warfare, is dishonorable and treachery within warfare should never break a vow or word of the Clan.
Cruelty should not be celebrated. However, the world is a cruel place and requires action to keep it from lawless ruin.
The Council take a grim view of the world. The strong will always rule the weak. However good and honorable one may be, they will always be at the mercy of those stronger. Might is the ultimate source of law; therefore, the lawful must lead with strength.
PIETY PROGRESSION
Rank Piety Requirement Reward
1 0 Companion Enhancement, Mount Feat
2 5 3rd level Zephyr Strike, Blade Ward, Companion Enhancement
3 10 5th level Dragon's Breath, Companion Enhancement, Mount Feat
4 25 11th level Haste, Companion Enhancement
5 50 15th level Guardian of Faith, Companion Enhancement, Mount Feat
Companion Enhancement - The Severed Head Clan has always had a bond with the mounts, animal companions, familiars, and pets under the clan's care. The Holy Champions of the Headless Council are known for their Worg mounts. The pairing of Worg and rider was a feared sight on the battlefield, causing weak enemies to flee on site.
The Faith of the holy Champion was directly proportionate to it's mount, would grow with the knight to protect it's rider. At each new level of piety, a Paladin can choose a new ability from those listed below for their Worg.
Keeping Track of Proficiency - When you gain your first rank of piety, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1, or choose a feat from the list below.
Coordinated Attack - Beginning at 3th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
Beast’s Defense - At 5th level, while your companion can see you, it has advantage on all saving throws.
Storm of Claws and Fangs - At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Superior Beast’s Defense - At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Mount Feat
Available PHB Feats for Mounts:
Alert
Durable
Lucky
Mage Slayer
Mobile
Resilient
Savage Attacker
Additional Mount Feats -
Barding Master
Bludgeoning, piercing and slashing damage the mount takes from non-magical weapons is reduced by 1 when wearing light armor barding, by 2 when wearing medium armor barding and by 3 when wearing heavy armor barding.
Charge
Whenever the mount uses it's action to dash, it can use it's bonus action to make one melee attack or shove one creature. This attack must come at the end of the mounts movement. If the mount moves at least 10ft in a straight line immediately before taking this bonus action, it either gains a +5 bonus to the attacks damage roll (if it chooses to make a melee attack & hits) or pushes the target up to 10ft away (if it chooses to shove & succeeds). If the mount moves at least 10t in a straight line & doesn't attack or shove, it's rider gains advantage on his or her attack roll & a +5 bonus to the damage roll. Provided this is a melee weapon attack.
Evasive
The mount can take the dodge action as a bonus action on each of it's turns, if it does not make any attack of it's own. This dodge immediately ends if the mount makes an opportunity attack.
Toughness
The mounts hit point maximum is increased by 2 hit points for each hit die it possesses.
Trample
If the Mounts knocks a creature prone after making the bonus attack with it's hooves, the mount can move through that creatures space and keep moving the rest of it's speed unimpeded. The movement does not provoke an opportunity attack from the creature.
Warlike
When a rider controls the mount, the mount may take the attack action to use it's own attacks. When the mount does this, the rider must either use his or her bonus action to allow it or else take no attacks of his or her own that round.
Overrun
The mount can use it's action or bonus action to attempt to overrun an adjacent creature. The mount makes a Strength (Athletics) check contested by the targets Strength (Athletics) check. The mount has Advantage on the check if immediately previously it moved at least 10ft straight toward the target, or if it's larger than the target, but Disadvantage if it's smaller than the target. If the mount wins the target is knocked prone and the mount moves through that creatures space and keeps moving the rest of it's speed unimpeded. This movement does not provoke an opportunity attack from the creature.
Heightened Instincts
Prerequisites: Wisdom 13+
Your mounts skill at sensing danger allows you to avoid harm more easily than others. Your mounts Wisdom score increases by +1. Once per short rest you can gain advantage on any initiative roll as long as your mount is within sight. With your mount nearby. If you are subjected to any effect that allows a Wisdom or Intelligence save, you may make an Insight check instead.
Fierce Presence
Your mount rears up, releasing a triumphant vocalization causing mass intimidation. As an action, your mount can perform a bewildering show of fearlessness. Make an Intimidate check to frighten all foes within 30 feet who can see your mounts display.
Soul's Resting Bond
Prerequisite: Constitution 15+
The bond between rider and mount strengthens, connecting their souls. Your mounts soul can touch yours, sacrificing some of it's strength to heal you. During a short rest, you may roll up to two (2) of your hit die to heal yourself without expending them. Half of the roll must be deducted from your mounts current hit point total. A time period of no less than 24 hours must pass before this feat is utilized again.
Battle Hardened
Your mount is of greater power than most of its kind. Your mount’s natural attacks count as magical and silver for the purposes of over-coming resistance.
Dashing Strike
Prerequisite: Dexterity 15+
Your mounts quick attacks are more difficult to dodge. Your mounts Dexterity score increases by +1. When your mount moves at least a 10’ before an attack, it gain a +1 bonus on that attack.
Intransigent
Prerequisites: Toughness
Your mount struggles on when others would fall. Once per day as an immediate action your mount can delay the onset of one harmful condition that would affect it or it's rider (such as frightened, paralyzed or stunned). The condition delay lasts until the end of the riders next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage. When Mounted, you may reroll failed saving throws three times each day. You may use the new result if it would benefit you to do so. Your mount regains this ability after a long rest.
Combat Master
While mounted, a rider is adept at warfare & maneuvering in combat. While mounted, you gain advantage on melee attack rolls against foes that are smaller than your mount.
As a reaction to an attack on your mount, you can make an Animal Handling check and treat this result as your mount’s AC or if you have a shield, you can grant your shield’s AC to your mount as a reaction.
You lose your shield bonus until the beginning of your next turn.
Seasoned Mount
Prerequisite: Constitution 13+
Your mount is not easily tired by harsh conditions or long exertions. Your mounts Constitution score increases by +1.
Your mount has advantage on all saves made to resist exhaustion, running out of breath, starvation and thirst, heat and cold.
Your mount may take the disengage action as a bonus action. Once used this action may not be performed again until the mount takes a short or long rest.
Improved Gallop
Prerequisite: Dexterity 13+
Your mount is faster than most.
Your mounts movement increases by 5 feet.
While wearing light or no armor, your mounts base speed increases by an additional 5 feet.
When your mount moves at least 30 ft. during your turn, it's AC increases by +1.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount.
If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others.
When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn.
This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
-Earning and Losing Piety
You increase your piety score to Gary when you expand the god’s influence in the world in a concrete way through acts such as these:
Carrying out punishment on a fugitive from justice
Exacting vengeance for a significant wrong done to you
Defending a town or city from attacking monsters
Leading and winning a battle
Your piety score to Gary decreases if you diminish his influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these:
Breaking an explicit promise or oath
Violating Clan Law
Putting others at risk through your own cowardice
Chirasu is a Kozakuran goddess of stealth and is counted as one of the Eight Million Gods. She is a patron of ninja, yakuza, and others who wish for their deeds to go unnoticed.
Most temples and shrines dedicated to Chirasu are located within urban environments and have typically either been built by or later gained support and management from the ninjas, who worshipped her. Her priesthood was small and sparce, and many of them were often trained ninjas as well.
People intent on contacting the ninjas would often did so by visiting one of these temples or shrines. One seeking the Konishi was advised to make an offering to a priest and say they prayed to meet someone blessed by Chirasu. They would then leave, and the Konishi would soon find then.
Outside of The Prime world of Faerun, Chirazu's influence is limited. She is considerd a lesser diety compared to other gods.
However, She has recently discovered a clan of ninjas lurking inside of a new faction called the Eternal Haunt. She has sent one of Her avatars, a shadow dragon named Shade, to bring Her influence to this group, and begin to spread Her Word in Sigil, then the rest of the outer planes.
PIETY PROGRESSION
Rank Piety Requirement Reward
1- Follower 0 Kabuki Mask
2 - Initiate 3 3rd level Initiate's Gift
3 - Devoted 10 5th level Devoted's Gift
4 - Favoured 25 11th level Favoured's Gift
5 - Champion 50 15th level Champion's Gift
Kabuki Mask. Each follower of Chirazu is gifted with a mask, depicting an image best suited to their personality. As the faith of the follower grows, the mask grants abilities to help the wearer.
Initiate's Gift. You gain proficiency with the disguise kit and the poisoner’s kit.
Devoted's Gift. You gain the hidden knowledge of Ninja Techniques: Ninjutsu. You learn 2 cantrips from the wizard spell list. Dexterity is your spellcasting modifier for these spells and your spellcasting DC is equal to 8 + proficiency + dexterity modifier. Casting spells granted by this feat only require somatic components, you need both hands to perform these somatic components (booming blade, green flame blade, and similar spells don't require these somatic)
Favoured's Gift. Once per long rest, when an attack made at you misses, you may use your reaction to attempt to disarm an opponent. Make a slight of hand check contesting the targets athletic or acrobatics score, and if you succeed, you manage to disarm the attacker, flinging their blade 5 ft from where you are standing in a direction of your choice.
Once per short rest, when you take a disengage action, you may also use a single bag of caltrops, a single vial of alchemists fire, a single bag of ball bearings, or a flask of oil.
Champion's Gift. Ninjas no longer move at half speed while stealthing. Additionally, ninjas do not break stealth while climbing or jumping.