Dy'Nifn* (Die-nif-en)

The same way a plague can be concocted, so can a cure. For the deity of healing and affliction, Dy’Nifn is fascinated by life. Often experimenting with life--sometimes going too far, she wishes not to exterminate it. Many are at odds against her, though none can truly wish for her absence. She adores those that share a similar interest in experimentation than her, and often shares her knowledge with them. This does not however, retract from the fact that her experiments are what’s truly most important to her, and that often times the cures she gives are to her own concocted afflictions.
 

Dominions

Biology, Healing and Affliction  

Divine Domains

Death
Knowledge
Life  

Divine Symbols & Sigils

Chalice full of Green Liquid
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Piety Progression

Piety is a measure of a character's devotion to their faith. It favors those that stay faithful, and curses those that break way from the faith, unless atonement is given. Some examples of how you might earn or lose Piety with this deity can be read below. Note that earning or losing Piety often requires you to have intent doing so (but not always, as per GMs discretion).  

Earning Piety

  • ???
  • ???
  • ???

Losing Piety

  • ???
  • ???
 

Lip Service (3)

You gain Proficiency in the Medicine or Nature Skill. If you already have these Proficiencies, you instead gain Proficiency in one Skill or Tool of your choice.

Benign/Malignant (10)

You are Immune to Diseases, and you can cast the Detect Poison and Disease spell with this ability, requiring no material components. You can cast this spell this way a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest. Constitution is your Spellcasting Ability for this spell.

Church Boon (25)

Your Constitution score increases by 1.

Symbol of Science (50)

Dy’Nifn blesses you with Dy’Nifn’s Balm, an effect that can cure or enfeeble. As an Action, you can touch a creature and choose one of the following:
  • The target regains Hit Points equal to 1d8 + your Wisdom modifier, and you can cure the target of one disease or neutralize one poison affecting it.
  • The target must succeed on a DC 15 Constitution Saving Throw, or for 1 minute, the target deals only half damage with weapon attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You can use this Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
 

Social

Contacts & Relations

Alchemists
Doctors
Researchers
Witches  

Divine Relationships

Chimeron - Rival    
Alignment
Neutral Evil   Honorary & Occupational Titles
Mother Alchemy
Queen of Disease
The Broodmother   Current Residence
???   Pronouns
She/Her   Aligned Organization
Blue Pantheon (Commitment)
Children

Divine Creature(s)
Rats   Herald of Presence
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