Basher’s Guide to Sigil’s Factions – Doomguard

The Doomguard, also known as the Sinkers, are warriors of entropy, seeking to speed up inevitable collapse into chaos or ruin. They represent an ideology of the Negative Energy Plane and it’s quasi-planes Ash, Dust, Salt and Vacuum – whilst focus on causing entropy in all forms, others seek to protect its cause and will fight those attempting otherwise.

Eligibility: No life clerics, no celestial warlocks or sorcerers, no magical healers of any kind. If you have any spells that conjure something from nothing, like goodberry, you can’t cast them either. Spells like create or destroy water can only destroy in the hands of a Sinker.
Everyone is otherwise welcome.

Benefits: Doomguard gain ongoing training in martial weaponry, have well-defended strongholds on multiple planes of existence, and an organised structure around bringing down the world around them.
It’s chaos, but it’s organised. For now.

Restrictions: Doomguard gain resistance to healing magic by spell or potion, and must make a save with advantage vs. spells like resurrectionreincarnation etc.
They can still heal over time normally.

Renown bonuses:

At 3 Renown, the body is welcomed in to the Doomguard as a Namer.
After a quick training montage, a character gains a bonus proficiency with one martial melee weapon (usually a sword). The tutor also imparts knowledge of the necessary portal key to one of the Doomguard planar strongholds (assuming that by the Factioneer rank, the Doomguard will have learnt the rest).
Doomguard NPCs now have a generally friendly attitude to the PC, as friendly as any Sinker might be to one another.
Once per long rest, can spend Inspiration to add one die of damage on an attack.

At 10 Renown, the body is now a Factioneer within the Doomguard.
Further training by other Sinkers gives the character a bonus to damage to objects equal to their proficiency bonus.
The spell shatter is added to the character’s list of known spells, and once per long rest they can cast shatter at 3rd level without expending a spell slot, or can spend inspiration to cast at 5th level without expending a spell slot.
Those NPCs who view the Doomguard in a negative way will now generally react negatively to the character.
Lastly, by examining the remains of a destroyed object for ten minutes, a Doomguard can tell how the object was destroyed, and how long ago.

At 25 Renown, the body has climbed the ranks and become a Factotum.
Characters at this level have been trained to focus entropy into a melee weapon (usually a blade) in much the same way as a warlock manifests a pact weapon.
The entropic blade functions as a +1 weapon and deals force damage equal to an additional die of the normal weapon – a longsword version deals 2d8 force damage, a greataxe deals 2d12, mauls and greatswords deal 3d6.
The wielder of an entropic blade gains abilities based on the different negative quasi-elemental planes, and can change abilities after a long rest.
Ash: Resistance to fire damage.
Dust: Resistance to bludgeoning, piercing and slashing damage.
Salt: Resistance to acid damage.
Vacuum: Resistance to thunder damage.
The holder of an entropic blade can cast flock of familiars as a 5th level spell a number of times per long rest equal to their proficiency modifier, though they may only summon mephits from the negative quasi-elemental planes. (The mephits don’t all have to be of the same type.)

At 50 Renown, a body is inducted into the Doomlords as they progress to the Factor level.
The spell disintegrate is added to the character’s list of known spells, and once per long rest the character can cast disintegrate without expending a spell slot.
The character can also cast conjure elemental once per long rest. The elemental summoned comes from one of the negative quasi-elemental planes – Ash, Dust or Salt. There are no Vacuum elementals.
A Doomlord is able to use the Final Blow ability: On a successful attack, a Doomlord may spend Inspiration to deal twice their maximum hitpoints in negative energy damage to a target. The Doomlord automatically fails all death saves and is forever immune to resurrection.

(As this is the first Sigil Faction I’ve built for 5e, all of the above is subject to considerable change, depending on how well the other Faction writeups go.)

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