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Mor'Kas - Hidden Moon of Entropy, Decay, and Endings

MOR’KAS – HIDDEN MOON OF ENTROPY, DECAY, ENDINGS

Setting hooks from your bible:

  • “Entropy, decay, endings. Secretly associated with Duskar and the Silent Void. Ancient cults track it; modern astronomers may not agree it’s a moon.”
  • Tied to Broken Crown and the Sleeping One; part of the Hidden Triad.

Themes:

  • Natural entropy: rust, rot, collapse, heat‑death
  • Necessary endings: pruning, culling, letting dead things die
  • Forbidden: pushing decay too far, unbinding the locks that hold the Void

A Mor’Kas Cleric is:

  • A thanatologist of systems, hospice‑priest for civilizations, not just people
  • Sometimes an apocalyptic cultist, sometimes a coldly necessary “reaper of failed things”
  • In play: debuffs, erosion, anti‑buffs, battlefield control via wither/ruin, some anti‑healing

Visually: Mor’Kas is seen only as a dark disc that eats starlight, a “bruise” near Duskar or the Silent Void in rare alignments. Clergy favor black, dull bronze, and mold‑greens; symbols of broken circles, cracked crowns, and withered branches.


MOR’KAS DOMAIN FEATURES BY LEVEL

These stack with your base Lunar Cleric chassis.

Level 1 – Domain Spells & Witness of Entropy

Domain Spells

Always prepared; don’t count against prepared spells.

  • 1st:inflict wounds, bane
  • 3rd:ray of enfeeblement, gentle repose
  • 5th:bestow curse, speak with dead
  • 7th:blight, phantasmal killer (as visions of personal ruin)
  • 9th:antilife shell, enervation

This list leans hard into debilitation, withering, and “stop clinging to life” magic.


Witness of Entropy

You see the fault‑lines in things: where they will fail, crack, rot.

  • You gain proficiency in Medicine or Religion (your choice).
  • You have advantage on Intelligence (Investigation) or Wisdom (Perception) checks to:
  • Spot structural weaknesses, rot, or corruption in matter and institutions (ruined walls, failing bridges, sick crops, unstable magic wards).
  • Entropy Touch:
  • As an action, you can touch a nonmagical object no larger than a 5‑ft cube.
  • Over 1 minute, you can accelerate its decay:
  • Wood becomes spongy, metal rusts, rope frays, paper crumbles.
  • This can:
  • Grant advantage on attempts to break it, or
  • Degrade it to uselessness for its intended purpose.
  • Cannot affect adamantine or similar “legendary” materials unless the GM wants it to.

In social terms, Mor’Kas clerics are also “cultural building inspectors”: they look at kingdoms and see where they will fall.


Level 2 – Channel Divinity: Rot from Within

You gain a Mor’Kas‑specific Channel Divinity.

Channel Divinity: Rot from Within

You call the principle of decay into the flesh and courage of your foes.

  • As an action, choose any creatures of your choice within 30 ft.
  • Each target must make a Constitution saving throw vs your spell save DC.

On a failure:

  • The creature is afflicted with Entropic Rot for 1 minute (no concentration):
  • It takes necrotic damage equal to your Wisdom modifier (minimum 1) at the start of each of its turns.
  • Its healing is hindered:
  • The first time each turn it would regain hit points from a spell, ability, or potion, it regains only half as many (round down).
  • Whenever it takes damage from a critical hit, its speed is reduced by 10 ft (stacking) until the end of its next turn.

On a success: no effect.

You expend one use of Channel Divinity to invoke Rot from Within.


Level 3 – (Base: Secondary Moon Influence I)

No extra Mor’Kas feature; you choose your first secondary moon.


Level 4 – (Base ASI)


Level 5 – Fracture the Pillar

At 5th, you gain a way to crack the “load‑bearing supports” of your enemies.

Fracture the Pillar

You can focus entropy on a single crucial target.

  • As a bonus action, choose one creature you can see within 60 ft.
  • Until the end of your next turn, the target is Fractured:
  • The next time it:
  • Succeeds on a saving throw, or
  • Would maintain concentration on a spell,
  • You can choose to force a reroll of that save or concentration check.
  • The target must use the new result.
  • If the reroll fails, the target also takes 2d6 necrotic damage as part of itself gives way.

Uses:

  • You can use Fracture the Pillar a number of times per long rest equal to your Wisdom modifier (minimum 1).

This lets you pick the moment to make something break that “should” have held.


Level 6 – Channel Divinity: Unraveling Field

At 6th, you gain a second Channel option that erodes magic and matter.

Channel Divinity: Unraveling Field

You project a localized entropy field that strips away stability.

  • As an action, you create an Unraveling Field in a 15‑ft‑radius sphere centered on a point you can see within 60 ft.
  • The field lasts for 1 minute (concentration).

Effects while in the field:

  • Creatures of your choice entering or starting their turn in the area:
  • Have their speed reduced by 10 ft, and
  • Have disadvantage on Constitution checks and saving throws to maintain concentration.
  • Nonmagical objects in the area:
  • Count as vulnerable to bludgeoning damage.
  • Simple barriers (weak doors, rotten beams) may collapse at GM’s discretion.
  • When a creature in the field:
  • Regains hit points from a spell,
  • It regains only half as many (round down).

You expend one use of Channel Divinity to create the field.

This is your “the battlefield itself is decaying under you” moment.


Level 7 – (Base: Secondary Moon Influence II)

No extra Mor’Kas feature.


Level 8 – (Base ASI)


Level 9 – Hospice of the Last Turning

At 9th, you gain power over the manner of endings.

Hospice of the Last Turning

  • You gain resistance to necrotic damage.
  • When a creature (ally or enemy) within 30 ft of you is reduced to 0 hit points:
  • You can use your reaction to choose one of two endings:
  1. Gentle End (Merciful Decay)
  2. The creature falls unconscious and stable (no death saves required).
  3. Any ongoing poison or disease affecting it is suspended for 1 minute (does not progress or deal damage during that time).
  4. Hard End (Sever the Thread)
  5. The creature immediately fails one death saving throw (or dies instantly if it was an NPC/minion at 0 HP, GM’s call).
  6. You or an ally of your choice within 30 ft gains temporary hit points equal to your Wisdom modifier + your Cleric level.

You can use this feature a number of times per long rest equal to your Wisdom modifier (minimum 1).

This is where Mor’Kas clerics decide who gets one more chance and who is simply… finished.


Level 10 – Lunar Intervention (Base)

Mechanically unchanged; under Mor’Kas, interventions might be:

  • A crucial support beam rotting at exactly the right instant.
  • A plague resolving into a mild illness instead of a city‑killer.
  • A magical barrier spontaneously “forgetting” part of its structure to let the party through.

Level 11 – Crown of Rust

You become an aura of quiet, inevitable failure around great powers.

Crown of Rust

  • While you are conscious, you emit a 10‑ft‑radius aura.
  • Within the aura:
  • Hostile creatures that:
  • Have more hit points than you, or
  • Are Huge or larger, or
  • Are concentration casters,
  • Suffer a ‑1 penalty to all saving throws and Concentration checks.

Additionally:

  • Once per short rest, when a creature within 10 ft of you:
  • Casts a spell of 3rd level or higher, or
  • Activates a magic item,
  • You can use your reaction to force a Constitution saving throw vs your spell DC:
  • On a failure:
  • The spell fizzles (slot is lost), or
  • The item’s activation fails, and it becomes inert for 1 minute.

This is the “your crown is already rusting” aura for bosses and big threats.

At 18th level, the aura will expand.


Level 12 – (Base ASI)


Level 13 – Law of Collapse

You understand, and can hasten or delay, the breaking point.

Law of Collapse

  • You have advantage on saving throws vs exhaustion and effects that would age you magically.
  • When an enemy within 30 ft:
  • Succeeds on a saving throw against one of your spells,
  • You can use your reaction to mark it with Structural Fatigue:
  • The next saving throw it makes before the end of your next turn is rolled with disadvantage.
  • You can do this a number of times per long rest equal to your Wisdom modifier (minimum 1).

Additionally:

  • When a structure, barrier, or organization (city wall, fortress, guild, dynasty) is undergoing a crisis in the story:
  • If you participate in its downfall (or preservation by controlled demolition), the GM can grant you:
  • Inspiration, or
  • A one‑time +2 bonus on any roll directly tied to steering that collapse.

This bakes in Mor’Kas as the engineer of endings in your narrative.


Level 14 – (Base: Third Moon / Deeper Influence)

No Mor’Kas‑specific feature here.


Level 15 – Nightwatch Zenith (Base)

With Mor’Kas, Nightwatch might manifest as:

  • You always waking just before a structure fails or an ambush strikes.
  • Dreams of cities as skeletons—streets as ribs, towers as worn teeth—giving you clues where things will break.

Mechanics remain those of your base Nightwatch.


Level 16 – (Base ASI)


Level 17 – Mor’Kas Confluence

At 17th, your Lunar Confluence gains a Mor’Kas‑specific rider.

Mor’Kas Confluence

While Lunar Confluence is active (1 minute):

  • All necrotic damage you deal is increased by +1d8 once per spell or attack.
  • Creatures of your choice within 30 ft that are:
  • Under your Rot from Within, or
  • Standing in your Unraveling Field,
  • Have disadvantage on all saving throws.

In addition, once during each Confluence:

  • You can cast either:
  • circle of death, or
  • disintegrate,
  • Without expending a spell slot.
  • If you cast circle of death this way:
  • You can choose any number of creatures in the area to be immune (your allies, or certain NPCs).
  • If you cast disintegrate this way:
  • On a target reduced to 0 HP, you may instead choose to:
  • Leave a hollow, perfectly preserved shell, rather than dust—ideal as a grim monument or diagnostic cadaver.

Also, once per Confluence:

  • When a creature you can see within 30 ft:
  • Would be healed by a spell of 4th level or higher,
  • You can use your reaction to invert that healing:
  • The healing spell fails, and the target takes necrotic damage equal to half the hit points it would have regained.

This makes Mor’Kas Confluence a terrifying “no, this ends now” phase.


Level 18 – Avatar of Entropy

You become a walking event horizon of small endings.

Avatar of Entropy

  • Your Crown of Rust aura radius increases to 30 ft.
  • While you are conscious:
  • Hostile creatures in the aura:
  • Treat magical difficult terrain as normal terrain, but
  • Treat nonmagical terrain as difficult (roads crack, rubble shifts, stairs sag).
  • At the start of each of your turns, you can choose one:
  • Erode the Strong – One creature of your choice in the aura:
  • Must succeed on a Constitution save vs your spell DC or:
  • Lose 1d10 temporary hit points (if it has any) and
  • Suffer a ‑1 penalty to its AC until the start of your next turn.
  • Soften the Fall – Up to three allies of your choice in the aura:
  • Reduce any falling damage or forced‑movement damage they would take before your next turn by your Wisdom modifier.

Once per long rest, you can invoke Final Unbinding:

  • For 1 minute (no extra action), whenever:
  • A creature dies within 30 ft of you, or
  • A nontrivial object or structure is destroyed (bridge, gate, war engine),
  • You can choose one of the following each time:
  • Harvest Ruin – Gain temporary hit points equal to the CR of the creature or the “tier” of the structure (GM call, 1–10).
  • Loosen Another Thread – Force one creature you can see within 30 ft to make a Wisdom save vs your spell DC or be frightened of you until the end of your next turn.

This is your battlefield‑wide “everything is coming apart in my presence” moment.


Level 19 – (Base ASI)


Level 20 – Lunar Avatar (Base)

Your Lunar Avatar capstone applies as normal. For Mor’Kas, it might look like:

  • Your shadow becoming a spreading stain that rusts metal and wilts flowers at its edge.
  • Armor and weapons of your enemies subtly pitting and cracking as they face you.
  • Silence from the sky—stars dimming, as though something is watching from the Silent Void.

Mechanics remain those of the base Lunar Avatar; this is flavor alignment.

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