The Vanishing Ardent (Order of Djerduth)

Steel Realms
The Vanishing Ardent is a somewhat hidden order of Djerduth, “god” of death. With the usurpation of the death ‘god’ Djerduth‘s powers by the Lich Lords, the sects and orders of the ‘god’ faded. They were hunted to near extinction by the undead under the lords of undeath in their quest to sever the final strands of worship to take for themselves, but a few found refuge among House Narcosa – a Necromancer order along the Salt Shore of Lake Caolite. There, they preserved the lore, rites, and practices and found synergy with the wizards that endures to the present. For wizards, the necromancers of House Narcosa are known as the best healers of the realms outside of priests and their holy magic. Although a fallen god, Djerduth is not dead and the weakest of links remains for those who know specific mysteries and prayers of the god.


i20™ The Vanishing Ardent Details

This content is part of the i20™ Variant for the d20 System™.

d20 [specific] Requirements: Sanity 11, Intelligence 14, Wisdom 10, Conviction 1, skill: Religion

  • Utility of Death’s Form: Animate Dead Spell +1 additional target; de-animates after 1 full day in hours so as not to be a danger
  • Study of the Body: After 3rd level in Wizard (Necromancer), whenever they cast the False Life spell, the HP base is set to full automatically. Additionally, at the same level, they can use Intelligence OR Wisdom with Herbalist kit and can expend one use to heal +1 point of Damage from advanced techniques.
  • Touch of Life: At Necromancer 5th, the Chill Touch cantrip becomes a Touch cantrip for the purposes of being cast by a Familiar. The Grim Harvest Necromancer ability allows you to regain life from Animations and Undead.

Djerduth’s Clergy

  • Servant of Life and Death: After 3 levels of Wizard (Necromancer), can take level in Cleric of Grave Domain – 1st level only (a “Penitent” follower of Djerduth) without the normal Multiclass requirements. The following benefits are gained:
    • Death’s Insight: Chill Touch Cantrip does a bonus in Damage to Undead and Animations equal to the character’s Proficiency Bonus.
    • Shroud of the Hale: Spending 1 Synergy and Tracing your divine mark (Sigil) on a target will keep an undead in torpor without waking it, or provide a dying character with a automatic success on a Death Save (1 per character below 1 at any given time). A character stabilizing with such a benefit will recover without suffering a debilitating Wound.
    • Closer to Death: The character’s benefits come at a price: Their own Death Saves are successes only on a 12 or higher.
  • Deaths Ardent Servant: They may take a second level (an “Ardent” follower) if they have 4 levels of Wizard (Necromancer) but gain no Channel Divinity, instead getting proficiency with Constitution saves and healing spells, Healers Kit, and skills use Wisdom or Intelligence as a modifier – whichever is best in addition to healing a single point more. Lastly, ardent followers gain an automatic first success on their set of Death Saves. Both of these levels must follow an Offering and a Rite marking the progress.
    • Insight into Weakness: At 6th level Wizard (Necromancer; and must be 2nd level Cleric of Djerduth), any save against the character’s Ray of Enfeeblement (they must take this spell if they are part of the Order and Death’s Ardent Servant) has Disadvantage.

iCore iCore™ The Vanishing Ardent Details

Realm's Aptitude Powers: Divine, Occult, and Psychic