Pact of Mummification

Through the mystical power of an Egyptian deity, you have grasped the techniques to preserve the soul beyond death and cause it to rise in servitude. Long ago, there was a powerful scribe under the pharaoh by the name of Ubaoner. His wife had lay with another man, bringing him shame and dishonor. In an act of vengeance, he crafted a wax figurine of a crocodile and brought it to life as the man bathed. It devoured him alive. Mummification is a different magic based in complex ritual and a deep connection to the beyond. Your devotion to a god brings this power to the material world. Anubis being the god of mummification would be a fine choice. However, other deities such as Aten the sun god, worshipped by heretics, may grant power to those bound to him.

Mummification Spells
Class Level Spells
1st False life, inflict wounds
2nd Enhance ability, gentle repose
3rd Bestow curse, speak with dead
4th Death ward, stoneskin
5th Antilife shell, contagion

Living Effigy

Starting at 1st level, you have the ability to create momentary life from a crafted effigy. The effigy can be made of wax, mummified or petrified remains, or merely an idol. As an action, you can transform the effigy into the creature it represents. The creature springs to life and obeys one simple command to the best of its ability. At the beginning of your next turn, the creature returns to its effigy form. The creature can be of a CR no higher than half your level rounded down and no larger than Medium size. The creature gains only the AC, hit points, speed, ability scores, and saving throws of the creature the effigy is based on. To determine its abilities, when the effigy is crafted choose two features from the list.

  • Volatile Exit. When the creature returns to effigy form, it explodes in a torrent of goo. Creatures within 10 feet must make a DC 15 Dexterity saving throw. On a failed save, they take 2d6 acid damage and have their movement reduced by half until their next turn.
  • Dive Tackle. The creature may lunge toward a target and attempt to knock them over. Have the creature make a contested Athletics check versus the target’s choice of Athletics or Acrobatics. The creature adds your proficiency bonus to the roll. If the creature succeeds, the target is knocked prone.
  • All-Terrain Horror. The creature gains a flying, climbing, and swimming speed equal to its walking speed.
  • Violent Maiming. The creature makes two melee attacks using either their Strength or Dexterity modifier plus your proficiency bonus. For damage, roll a number of d6s equal to the creature’s CR, minimum of one.
  • Crackling Bang. The creature lets out a shriek and exudes a flashing strobe of light. All creatures within 20 feet must make a DC 15 Constitution saving throw or be blinded and deafened. At the end of the affected creature’s turn, they can make a Constitution saving throw to end the effect.
  • Venomous Glands. The creature shoots a spray of venomous liquid at your foes. Make a ranged attack against two adjacent targets within 30 feet using the creature’s Dexterity modifier plus your proficiency bonus. If it hits, the target becomes poisoned. After you use this feature to bring an effigy to life, you cannot use it again until you take a short or long rest. During a long rest, you can re-craft the effigy and choose a different creature and abilities.

Curse of the Mummy

Starting at 6th level, you learn the ritual for creating a mummified thrall. During a long rest, you can mummify a fresh corpse and conduct a ceremony to bring it to life under your command. The creature can be no larger than Medium size and can be of a CR no greater than your level. The mummy uses the statistics of the creature it was in life. You have no direct control over the mummy and cannot issue it commands. Its sole purpose is to remain within 10 feet of you and defend you. It remains bound to you until it drops to 0 hit points or you choose to make a new mummy. If the mummy drops to 0 hit points, you cannot use the same corpse again.

Superior Thralls

Starting at 10th level, your effigy and mummy are enhanced. The creatures can now be Large size creatures. Additionally, you can add a third ability from the list to your effigy. Add your proficiency bonus to all rolls your mummy makes.

Desert’s Sting

Starting at 14th level, your mummy can exude an aura of death. A supernatural field surrounds the mummy made of a sandstorm, choking river water, scorpions, or something related to the death of the creature. The aura extends up to 30 feet and ignores those you consider allies. Those caught within the aura are considered to be in difficult terrain, cannot hide from you, and have disadvantage on all saving throws. If an enemy within the aura deals damage to you, they take damage equal to half of what they dealt to you.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

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