The Denomination of Death Organization in Aren | World Anvil

The Denomination of Death

The Denomination of Death follows the gods and goddesses of the category of Death.   The gods and goddesses of Death are responsible for the natural and unnatural processes of death. They keep peace between the living and dead, ensuring that the dead find eternal rest in Denythar.  

Deities of Death

There are three deities whose realms fall into the category of Death:   Arithal, goddess of death and balance, is in charge of necrosis, murder, poison, plague, neutrality, burial, and mourning. She is responsible for collecting and then delivering recently-deceased spirits to Denythar, the plane of the dead. She is worshipped mainly by mourners and those who wish a peaceful death on themselves or others; her clerics and paladins are often seen as mercy killers.   Chemoch, god of undeath and immortality, is responsible for heresy, resurrection, spirits, and controversy. Undead creatures such as vampires and liches often look to him. His paladins and clerics do their best to ensure that the population of undead creatures in Rothlia does not rise beyond reasonable numbers.   Raquilid, the god of the afterlife and the dead, oversees oblivion, limbo, the grave, void, and the great beyond. He cares for the dead in Denythar, ensuring they are at peace. His few clerics and paladins are often responsible for gravekeeping.

Granted Divine Powers

The three deities which make up the category of Death each have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of Death each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric: Domain of Death

At each indicated cleric level, you add the listed domain spells to your spells prepared. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
 
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.   As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.  
Sentinel at Death's Door
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.  

Paladin: Oath of Death

A paladin who follows the Oath of Death  
Tenets of Death
Paladins who follow the Oath of Death are bound to two core tenets:   Balance of Mortality. Without death to balance life, Rothlia would be quickly overrun by the dead; always ensure that the balance is kept.   Death Always Comes. Be at peace with the knowledge that death comes to all mortal beings sooner or later.  
Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Unholy Smite
Starting at 3rd level, when you deal bonus smite damage from your Divine Smite feature, you can choose to deal necrotic damage instead of radiant damage.  
Channel Divinity: Disrupt Life.
Starting at 3rd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target, and the target cannot regain hit points for the next hour. The extra damage equals 5 + twice your paladin level.  
Channel Divinity: Protection From Undead.
Also at 3rd level, you can use your Channel Divinity to, as an action, present your unholy symbol and emanate an aura that censures undead. The aura extends 30 feet from you in every direction, but not through total cover. It lasts for 1 minute, or until you are incapacitated.   For the duration, each undead that starts its turn within your aura must make a Wisdom saving throw. If the creature fails its saving throw, it is turned until your aura ends or until it takes any damage. If the creature succeeds on the saving throw, it is immune to the aura for the next 24 hours.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  
Aura of the Grave
Starting at 7th level, you and allied creatures within 10 feet of you have resistance to necrotic damage.   At 18th level, the range of this aura increases to 30 feet.  
Death Watch
Beginning at 15th level, when a creature within 30 feet of you is reduced to 0 hit points and is not killed outright, you can use your reaction to cause the creature to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.  
Cloak of Death
At 20th level, you can assume the mantle of death itself. As an action, you can magically become an avatar of death, gaining the following benefits for 1 minute:   You have advantage on attack rolls made against any creature that does not have all its hit points. When you succeed on a death saving throw, you regain 20 hit points. You cannot be paralyzed or restrained, your speed cannot be reduced by any means, and you do not provoke attacks of opportunity. Once you use this feature, you can’t use it again until you finish a long rest.
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