Nine Veiled Chorus

Ašipu of the Nine Veiled Chorus serve Mictéya, the goddess of memory, death, and love. These clerics walk between life and the Underworld, bearing the echoes of the dead as sacred burdens. They are never truly alone, haunted, guided, and protected by the spirits they sing into remembrance.

Their most trusted companion is a luminous blue spirit fox, a gift of Mictéya herself, which carries their magic and whispers their words across realms. Through it, they channel her will, remind the world of forgotten names, and hold the dead accountable.

Domain Spells

LevelDomain Spells
1stgentle repose, dissonant whispers
3rdsilence, augury
5thspeak with dead, spirit guardians
7thphantasmal killer, death ward
9thlegend lore, hallow

(1st Level)

Fox of Echoes

You are gifted a Fox of Echoes, a spectral familiar born from Mictéya’s breath. It takes the form of an ethereal blue fox with a gently flickering flame along its spine. It acts as an extension of your will:

  • It can move up to 30 ft. away from you.
  • When within 30 ft., you may channel your spells and features through it (line of sight originates from the fox).
  • The fox shares your initiative and takes the Help, Dodge, or Hide action on its turn unless commanded otherwise (no action required).
  • If reduced to 0 hp, it vanishes and can be re-summoned with a 10-minute ritual.

Fox of Echoes (Familiar)

  • Type: Fey
  • AC: 13 + your Wisdom modifier
  • HP: 5 + your cleric level
  • Speed: 40 ft.
  • Special: Ignores difficult terrain. Immune to necrotic and poison damage. Cannot attack.

(5th Level)

Echoes Remember

Your connection to the spirits deepens, and the dead answer your call.

  • Spirit Channel: When casting a spell or using a Divine Feature through your Fox of Echoes, roll your casting check with advantage once per turn.
  • Grave Whispers: When a creature within 30 ft. of the fox fails a Wisdom or Charisma saving throw against your spell or feature, you may choose to mark them with a Grave Echo.
    A creature marked in this way:
  • Cannot benefit from the Help action or bardic inspiration.
  • Has disadvantage on death saving throws.
  • The mark lasts 1 minute or until removed by lesser restoration or remove curse.

You can mark a number of creatures per long rest equal to your Wisdom modifier (minimum 1).

(10th level)

Voice of the Nine Orbs

You may call upon one of Mictéya’s Nine Orbs, each representing a level of the afterlife and a facet of divine memory and judgment. Once per long rest, as a bonus action, you may invoke the power of one orb. The orb remains with you, orbiting silently, for 1 minute or until its effect ends.

Each orb may only be used once per long rest, and you may only call one orb per use of this feature.

OrbAfterlife TierEffect
1. Orb of Still BreathDescent through FogFor 1 minute, you and allies within 10 ft are immune to fear and can move through difficult terrain (including magical) without penalty.
2. Orb of Waking MemoryRiver of MirrorsInstantly recall a vivid memory of a creature within 60 ft. You gain advantage on your next spell or attack roll against that creature, and they make their next save vs your spell at disadvantage.
3. Orb of Hollow TonguesValley of Lost NamesFor 1 minute, you may understand and speak all languages, and your voice can be heard up to 300 ft away, regardless of barriers.
4. Orb of Quiet FlamePath of the Ashen WindsAs a reaction, you may absorb fire or radiant damage dealt to you or an ally within 10 ft and redirect it as necrotic damage in a 15 ft cone (Dex save, 6d6).
5. Orb of the Grieving HostChasm of Unwept SorrowYou summon a wailing spirit host. Each hostile creature within 30 ft must make a Wisdom save or become Frightened for 1 minute. Undead fail automatically unless immune.
6. Orb of Stone FacesMountain of JudgmentUntil the end of your next turn, you are immune to being moved, grappled, or knocked prone. Any creature that targets you with an attack must make a Charisma save or be Blinded until end of turn.
7. Orb of Threaded StepsBridge of Memory and BoneYou and up to 3 willing creatures within 30 ft become ethereal until the end of your turn. While ethereal, you may move through walls or creatures without provoking opportunity attacks.
8. Orb of Last TruthsCavern of Final NamesYou may cast Divination or Legend Lore instantly without material components. The answer is whispered in your crow’s voice and cannot be misleading.
9. Orb of Echo’s EndVeil of UnmakingAs an action, target a creature that has killed or consumed a soul in the last 24 hours. The creature must make a Charisma save. On a fail, it becomes Incapacitated for 1 round, haunted by the soul’s final echo. On success, it takes 6d10 psychic damage.

(15th Level)

Miracle Convergence: Orb of Mictéya

Once per long rest, when your Aṣé Wellspring is full and your spellcasting roll exceeds the target DC by 10 or more, you may release a divine memory burst through your Fox of Echoes, manifesting the Orb of Mictéya—a floating spectral sphere that hovers in place and unfolds a 30-foot radius field of divine remembrance for 1 minute.

While active, the orb creates the following effects within the 30-foot radius:

Field of Sacred Memory

  • Ancestral Protection: Allies in the area gain resistance to necrotic and psychic damage, cannot be charmed or frightened, and immediately stabilize when reduced to 0 hit points once per use.
  • Grave Illumination: Enemies in the area must succeed on a Charisma saving throw at the start of their turn or become Incapacitated by haunting visions of forgotten lives for 1 round. Creatures Incapacitated this way glow faint blue, and undead and fiends have disadvantage on this save.
  • Restoration Pulse (1/round): At the start of each of your turns, you may choose one creature within the field to either:
  • Regain 4d8 hit points,
  • End one condition, or
  • Recover from one failed death save.
  • Echoes Made Manifest: Spirits briefly appear around the orb, whispering lost names and moments. Any divination, speak with dead, or legend lore spell cast within this area requires no components and resolves instantly.

At the end of the effect, the orb vanishes into a flicker of ancestral fire, and you gain one auto-success on a spellcasting roll or Divine Feature activation within the next 10 minutes.

Once you use this feature, you may not use it again until you finish a long rest. If regained early, your spellcasting DC is reduced by 1 until your next long rest.


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