Nightsisters Faction

by Aziz

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The Nightsisters

Tier 13, chaotic dark


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 8 (-1) 14 (+2) 10 (+0)

  • Association Proficiencies
    Dexterity +15, Intelligence +1, Wisdom +7

Goals

The Nightsisters deign to subjugate the other witch clans, rule the planet of Dathomir, and from there, extend their influence to the galaxy beyond, bringing wealth and prosperity back to their clan.

Beliefs

The Witches of Dathomir revere their planet as a nexus of life energies in the galaxy, where the borders between the mortal and spirit realms are thinnest. From the spirit realm, witches draw on magicks of elemental and spiritual might to bring them power, fertility and understanding. This deep, enigmatic practice of the Force was taught to the first witches by their mother, the rogue Jedi Allya, whose final words became the most sacred law of all the clans for centuries to come: "Never concede to evil." The Nightsisters alone defy this edict, and were formed from exiles of other clans who were cast out for using the dark side of the Force, or "night spells." They have no regard for light or dark, good or evil, only how they can harness the wild brutality and bountiful vitality of nature, represented by their Fanged God and Winged Goddess, respectively.

Traits

Known to be secretive, devious, greedy, long-living, and to revel in their superiority complexes, Nightsisters also bear intense camaraderie with each other.

Insignia

It is unknown what the clan insignia represents exactly, but it is likened to the twisted web formed by the spirits, elements, and the twin deities governing them.

Headquarters

Dathomir is where all Nightsister strongholds are based, but many travel offworld for various tasks. A group of Nightsisters associated with a single stronghold is called a coven.

Becoming a Nightsister

The Nightsisters are a small but influential sect of force users that operate in the shadows throughout the galaxy. The organization doesn't actively recruit; new members are drawn to the clan on their own.

In order to join the Nightsisters, new members must be force sensitive, willing to embrace the dark side, and undergo a ritual to become capable of using Dathomiri magicks.

The nature of this ritual is up to the dungeonmaster, but it usually involves infusing spirit ichor into the body while on Dathomir. Certain characters may have already undergone this process in the past, like if they have the Dathomir Witch background.

Maintaining Membership

Honoring one's sisters and committing at least one workweek of work a month to the clanare necessary to remain among the Nightsisters.

The major ranks of the Nightsisters

1st Rank - Initiate

Initiates have joined the clan, but have yet to prove themselves worthy in the trials of Selection, and are subservient those of higher rank.

2nd Rank - Mercenary

Warriors, hunters and shadow killers trusted with off-world assignments to bring wealth back to the clan. Mercenaries must pass the three tests of the Crucible to earn their rank. Males (Nightbrothers) are not permitted to advance beyond this rank.

3rd Rank - Witch

True Witches are those who are brought into the fold of their sisterhood and instructed in the unique and powerful secret magicks of Dathomir.

4th Rank - Beastwarden

The most skilled practitioners of magicks who have learned to bend beasts to their will through dark arts of dominance.

5th Rank - Clan Mother

The matriarch of the clan, or otherwise an elder in charge of one of the clan's covens.

Faction Training.

The Nightsisters have three faction training options. They put great importance into their clothwork and totemic craftsmanship, and are experts with poisons. Their members are trained in synthweaver's and artist's implements as well as poisoner's kits.

Faction Activities.

The Nightsisters have three faction activities: Crafting, Training, and Mercenary Contracting.

The Nightsisters

Enhanced Insignia.

Mercenary rank or higher Nightsisters have an enhanced insignia. While wearing their insignia, all Nightsisters can cast the necrotic charge at-will force power (Player's Handbook, page 219). Charisma is their casting ability for this force power.

Premium Item Stockpile.

Mercenary rank or higher Nightsisters can spend 50 days of downtime furthering Nightsister interests, they gain access to a Nightsister energy bow, a Fine suit of armor, a Fine shield, or a Fine weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.

Nightsister Energy Bow

Weapon (energy bow), premium

This enhanced weapon has the piercing 1 and vicious 1 properties.

The energy bows made by the Nightsisters are built to penetrate armor.


Prototype Item Stockpile.

Witch rank or higher Nightsisters can spend 100 days of downtime furthering Nightsister interests, they gain access to a Nightsister energy lance, an Improved suit of armor, an Improved shield, or an Improved Weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.

Totem of Elementals

Adventuring gear, prototype (requires attunement by a force-wielder)

This totem holds an elemental spirit inside it, the nature of which is determined by the DM or at random when it is first obtained, and can only hold that type within it. For example, if it holds a flame elemental, it might be called a Totem of Flame. The totem is typically carved in the likeness of the spirit within.

If the totem is touching the ground, you can use an action to speak its command word and summon the elemental from within to occupy a 10-foot cube of your choosing within 90 feet of the totem. The elemental disappears when it drops to 0 hit points, when you dismiss it, or when an hour has passed. During this time, you must maintain concentration as if on a power you have cast. The totem can't be used this way again until the next dawn.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the elemental's statistics. Sample elementals can be found below. (Reroll on an 8.)

Sample Elementals

d8 Elemental
1 Night Elemental
2 Sunlight Elemental
3 Smoke Elemental
4 Ice Elemental
5 Flame Elemental
6 Clay Elemental
7 Woodrot Elemental

When the elemental is not summoned, the totem itself may confer a blessing unto those who rest under its influence. If you or any number of allies take a long rest within 30 feet of the totem, your rests are undisturbed by effects of the climate or environment that your elemental could reasonably protect you from. For example, a flame elemental may shield you from the cold, a night elemental may dim the sun's harsh rays, or a woodrot elemental may ward away any unwanted insects. Speak with your DM about more potential applications.

Advanced Item Stockpile.

Beastwarden rank or higher Nightsisters can spend 200 days of downtime furthering Nightsister interests, they gain access to an urn of the Waters of Life, a Superior suit of armor, a Superior shield, or a Superior Weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.

Waters of Life

Consumable (medpac), advanced

An ornate urn containing a glowing green potion brewed from spirit ichor, the flesh of an enigmatic creature called the Sleeper, and water from its lair. Mysteriously, the eldritch fluid does not seem to spill from its urn unless you want it to.

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend.

Alternatively, if you pour this potion over a willing creature as you cast force camouflage or improved force camouflage on them, the power's duration extends to a day, and you do not need to concentrate on it.

The Nightsisters
 

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