SIGNING IN

Hit Points

Hit Dice 1d12 per niveau

Vaardigheden

STR , WIS

Martyr

Niveau Proficiency Bonus Eigenschappen Prepared Spells Max Spell Levels Spell Uses
1 + 2 Armor of Faith Spellcasting Weapon Mastery 2 1 2
2 + 2 Armor of Faith Spellcasting Weapon Mastery 3 1 2
3 + 2 Armor of Faith Spellcasting Weapon Mastery 4 1 3
4 + 2 Armor of Faith Spellcasting Weapon Mastery 5 1 3
5 + 3 Armor of Faith Spellcasting Weapon Mastery 6 2 6
6 + 3 Armor of Faith Spellcasting Weapon Mastery 6 2 6
7 + 3 Armor of Faith Spellcasting Weapon Mastery 7 2 7
8 + 3 Armor of Faith Spellcasting Weapon Mastery 7 2 7
9 + 4 Armor of Faith Spellcasting Weapon Mastery 8 3 9
10 + 4 Armor of Faith Spellcasting Weapon Mastery 8 3 9
11 + 4 Armor of Faith Spellcasting Weapon Mastery 10 3 10
12 + 4 Armor of Faith Spellcasting Weapon Mastery 10 3 10
13 + 5 Armor of Faith Spellcasting Weapon Mastery 11 4 11
14 + 5 Armor of Faith Spellcasting Weapon Mastery 11 4 11
15 + 5 Armor of Faith Spellcasting Weapon Mastery 12 4 12
16 + 5 Armor of Faith Spellcasting Weapon Mastery 12 4 12
17 + 6 Armor of Faith Spellcasting Weapon Mastery 14 5 14
18 + 6 Armor of Faith Spellcasting Weapon Mastery 14 5 14
19 + 6 Armor of Faith Spellcasting Weapon Mastery 15 5 15
20 + 6 Armor of Faith Spellcasting Weapon Mastery 15 5 15

Klassespreuken

Bane Bless Command Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Divine Favor Guiding Bolt Heroism Inflict Wounds Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith Thunderwave Aid Augury Enhance Ability Gentle Repose Hold Person Lesser Restoration Locate Object Magic Weapon Prayer of Healing Protection from Poison Warding Bond Zone of Truth Create Food and Water Daylight Dispel Magic Magic Circle Protection from Energy Remove Curse Revivify Speak with Dead Tongues Water Walk Aura of Life Banishment Death Ward Divination Freedom of Movement Locate Creature Stoneskin Commune Dispel Evil and Good Flame Strike Geas Greater Restoration Hallow Hold Monster Insect Plague Mass Cure Wounds Raise Dead bane|xphb bless|xphb command|xphb cure wounds|xphb detect evil and good|xphb detect magic|xphb detect poison and disease|xphb divine favor|xphb guiding bolt|xphb heroism|xphb inflict wounds|xphb protection from evil and good|xphb purify food and drink|xphb sanctuary|xphb shield of faith|xphb thunderwave|xphb aid|xphb augury|xphb enhance ability|xphb gentle repose|xphb hold person|xphb lesser restoration|xphb locate object|xphb magic weapon|xphb prayer of healing|xphb protection from poison|xphb warding bond|xphb zone of truth|xphb create food and water|xphb daylight|xphb dispel magic|xphb magic circle|xphb protection from energy|xphb remove curse|xphb revivify|xphb speak with dead|xphb tongues|xphb water walk|xphb aura of life|xphb banishment|xphb death ward|xphb divination|xphb freedom of movement|xphb locate creature|xphb stoneskin|xphb commune|xphb dispel evil and good|xphb flame strike|xphb geas|xphb greater restoration|xphb hallow|xphb hold monster|xphb insect plague|xphb mass cure wounds|xphb raise dead|xphb

Klasse-eigenschappen

Niveau 1

Armor of Faith
Spellcasting
Weapon Mastery

Niveau 10

Undying

Niveau 11

Improved Sacrificial Strike

Niveau 12

Ability Score Improvement

Niveau 13

Divine Respite

Niveau 14

Subclass Feature

Niveau 15

March Unto Destiny

Niveau 16

Ability Score Improvement

Niveau 17

Divine Respite
Improved Sacrificial Strike

Niveau 18

Subclass Feature

Niveau 19

Epic Boon

Niveau 2

Miraculous Healing
Reprisal

Niveau 20

Final Martyrdom

Niveau 3

Martyr Subclass
Sacrifice

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack

Niveau 6

Subclass Feature

Niveau 7

Sacrifice Foe

Niveau 8

Ability Score Improvement

Niveau 9

Divine Respite

Vaardigheden

Armor

light

shield

Weapons

simple

martial

Skills

Startuitrusting

Klasse-eigenschappen

Armor of Faith (Level 1)

Your divine connection shields you from harm. You gain one of the following benefits of your choice.

Anointed Armor

You have training with Medium armor. While you are wearing armor, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class.

Unarmored Defense

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. You can use a Shield and still gain this benefit.

Spellcasting (Level 1)

The gods demand that you sacrifice Hit Points to cast divine magic.

Hit Point Spellcasting

To cast one of your level 1+ Martyr spells, you take Radiant damage to create a spell slot for that spell, which is immediately expended to cast it. The amount of Radiant damage you take is listed in the Damage column on the Hit Point Spellcasting table. This damage ignores Resistance and Immunity and bypasses Temporary Hit Points.

When you cast a Martyr spell, you choose the level of spell slot that you create, whose level is no higher than what's shown in the Max Slot Level column of the Martyr Features table for your level.

Hit Point Spellcasting
Spell Slot LevelDamage

1

5

2

10

3

20

4

30

5

40

Spell Uses

When you cast one of your level 1+ Martyr spells, you expend one use of your spell uses in addition to taking Radiant damage. You can cast a total number of spells up to the number listed in the Spell Uses column of the Martyr Features table. You regain all spell uses when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Martyr spells. Command and Guiding Bolt are recommended.

The number of spells on your list increases as you gain Martyr levels, as shown in the Prepared Spells column of the Martyr Features table. Whenever that number increases, choose additional Martyr spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Max Slot Level column for your level.

If another Martyr feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Martyr spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can replace one spell on your list with another Martyr spell for which you have spell slots.

Concentration

When a Martyr feature causes you to take Radiant damage, you don't make Constitution saving throws to maintain Concentration as a result of taking this damage.

Healing Magic

Because your power is derived from mortal suffering, you can't regain Hit Points from any spell you cast.

Spellcasting Ability

Wisdom is your spellcasting ability for your Martyr spells.

Spellcasting Focus

You can use a Holy Symbol as a Spellcasting Focus for your Martyr spells.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Javelins and Longswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Miraculous Healing (Level 2)

As a Bonus Action, you can heal your own wounds. Roll one of your unexpended Hit Point Dice and regain a number of Hit Points equal to the roll's total plus your Constitution modifier. This die is then expended.

As you gain Martyr levels, you can expend more dice each time you use this feature, adding your Constitution modifier to each Hit Point Die you roll. The number of Hit Point Dice you can expend equals half your Martyr level, round down.

Reprisal (Level 2)

When you take damage from a creature you can see within 5 feet of yourself, you can take a Reaction to halve the damage taken. The creature takes 1d6 Necrotic or Radiant damage (your choice).

At Higher Levels

The damage increases by 1d6 when you reach Martyr levels 5 (2d6), 11 (3d6), and 17 (4d6).

Martyr Subclass (Level 3)

You gain a Martyr subclass of your choice. A subclass is a specialization that grants you features at certain Martyr levels. For the rest of your career, you gain each of your subclass's features that are of your Martyr level or lower.

Sacrifice (Level 3)

The gods demand that you undergo trials to curry their favor, granting you the following benefits.

Sacrificial Strike

When you deal damage to a creature with a Melee weapon or Unarmed Strike, you can take a Bonus Action to enhance the strike. You take 5 Radiant damage and the target takes an extra 10 Radiant damage. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.

Sacrificial Skill

Once per turn when you fail a D20 Test, you can take 10 Radiant damage to gain a +5 bonus to that roll, potentially turning it into a success. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. If the test still fails, you don't take this Radiant damage.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Subclass Feature (Level 6)

You gain a feature from your Martyr Subclass.

Sacrifice Foe (Level 7)

When you make an attack or damage roll that is improved by your Sacrifice feature, and the attack reduces an enemy to 0 Hit Points, you don't take Radiant damage from using the feature.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Divine Respite (Level 9)

When you finish a Short Rest, you can choose to regain up to 3 expended Hit Point Dice. Once you use this feature, you can't do so again until you finish a Long Rest.

The number of expended Hit Point Dice you regain increases when you reach levels 13 (6 Hit Point Dice) and 17 (10 Hit Point Dice).

Undying (Level 10)

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead and you can immediately use your Miraculous Healing (no action required).

Once you use this feature, you can't do so again until you finish a Long Rest.

Improved Sacrificial Strike (Level 11)

Your Sacrificial Strike improves. When you use this feature, you can choose to take 10 Radiant damage, and the target takes an extra 20 Radiant damage.

At Martyr level 17, the first time you use your Sacrificial Strike on each of your turns, you can do so without taking a Bonus Action.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Divine Respite (Level 13)

When you finish a Short Rest, you can choose to regain up to 6 expended Hit Point Dice. Once you use this feature, you can't do so again until you finish a Long Rest.

Subclass Feature (Level 14)

You gain a feature from your Martyr Subclass.

March Unto Destiny (Level 15)

You don't need to eat or drink, and have Immunity to the Paralyzed, Petrified, and Stunned conditions.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Divine Respite (Level 17)

When you finish a Short Rest, you can choose to regain up to 10 expended Hit Point Dice. Once you use this feature, you can't do so again until you finish a Long Rest.

Improved Sacrificial Strike (Level 17)

The first time you use your Sacrificial Strike on each of your turns, you can do so without taking a Bonus Action.

Subclass Feature (Level 18)

You gain a feature from your Martyr Subclass.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Final Martyrdom (Level 20)

You have at last reached your predestination: you will die in eternal glory. As a Magic action, you can gain the following benefits for 10 minutes. At the end of the duration, you die. No force, short of a Cleric's Divine Intervention, can prevent your death, and you can't be returned to life by any means.

Advantage

You have Advantage on all D20 Tests.

Immunities

You have Immunity to all damage and to all conditions except for the Grappled, Invisible, Prone, and Unconscious conditions.

Wish

You can cast Wish once without a spell slot. You suffer no stress from using effects other than duplicating another spell.

Quiet Martyrdom

Not all stories of martyrdom end in dramatic confrontations with implacable foes. Occasionally a Martyr's sacrifice achieves a peaceful conclusion and satisfies the gods without costing their life. Nevertheless, the stories of these Martyrs still come to a close—they don't continue adventuring once their ultimate goal has been fulfilled. Perhaps they might retire to a distant hermitage, wander into the desert, or simply disappear into a crowd, never to be seen again.

Multiklassen

Verworven Vaardigheden

Armor light , shield
Weapons martial

Subklasses

Subklasse-eigenschappen

Burden of Anonymity

Silent Sacrifice (Level 6)

When you make an attack or damage roll that is improved by your Sacrifice feature against a target that can't see you, you don't take Radiant damage from using the feature and the target is magically silenced on a hit. Until the start of your next turn, the target can't speak, has the Deafened condition, and can't cast any spell that includes a Verbal component.

False Martyrdom (Level 14)

When you take damage or use your Undying Conviction, you can convincingly fake your death. You teleport up to a known location within 10 miles of you at the same time that a duplicate corpse appears to take your place. The corpse is indistinguishable from you and wears nonmagical duplicates of your clothing and equipment. You can choose for the corpse to realistically bleed, mutter incoherently, and breathe shallowly for up to a minute. The corpse is unaffected by spells and other magical effects. The corpse and its clothing and equipment vanish after 10 days, or when you dismiss it as a Magic action or use this feature again.

Furthermore, if you covertly notify the GM, you can also convince other players of your death. You can roll Death Saving Throws as normal, ignoring successes, temporarily prepare a new character sheet, and so on.

Once you use this feature, you can't use it again until you finish a Long Rest.

Cheating Death

At the GM's discretion, Martyrs with the Burden of Anonymity can use their False Martyrdom to avoid their inevitable death detailed in the Final Martyrdom feature. This still concludes the character's story with a glorious sacrifice but leaves the potential for the character to retire or simply disappear into a crowd once their ultimate goal has been achieved.

Divine Assassin (Level 18)

Your skill at remaining unseen grants you the following benefits.

Elusive Invisibility

While you have the Invisible condition, you have Advantage on saving throws.

Swift Disappearance

You can cast Invisibility and Greater Invisibility as a Bonus Action. You take half the normal Radiant damage from casting these spells.

Burden of Ascension

Burden of Ascension (Level 3)

Ascend to Godhood

The gods have set an arduous path for your life, replete with labors, challenges, and trials designed to test your morality and resolve. You likely won't succeed. However, if you best the gods' trials and die in marvelous glory, you will ascend to the afterlife as a demigod.

Perhaps the gods envision you as a replacement for a recently-deceased god, or perhaps they raise dozens of demigods to do their bidding across the planes of existence. Regardless of your status, immortality after death awaits.

Burden of Ascension Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Ascension Spells table, you thereafter always have the listed spells prepared.

Herculean Surge

As a Bonus Action, you can gain a bonus to your Strength and Dexterity scores for 1 minute. This bonus is +4 if the ability score is 14 or lower, or +2 otherwise, up to a maximum of 22.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage. This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Olympic Agility (Level 6)

You gain a Climb Speed and Swim Speed equal to your Speed. Additionally, Difficult Terrain doesn't cost you extra movement.

Relics of Legend (Level 14)

Your legendary deeds have imbued your most iconic equipment with supernatural blessings. You choose three pieces of equipment to be your Aegis, Oracle, and Xiphos. These items might have been at your side for years, have been used to accomplish one of your labors, or even be trophies taken from your mightiest foes. Once you use your Aegis, Oracle, or Xiphos, you can't use that relic again until you finish a Short or Long Rest.

Aegis

Your Aegis is a Shield, an article of clothing, or a pelt that grants you divine protection. You can use your Aegis to cast Shield without taking Radiant damage or expending a spell use.

Oracle

Your Oracle is a stone, gemstone, or another accessory that allows you to communicate with the gods. You can use your Oracle to cast Commune without taking Radiant damage or expending a spell use.

Xiphos

Your Xiphos is a sword, spear, or other Melee weapon. Immediately after you score a Critical Hit with your Xiphos or reduce a creature to 0 Hit Points with it, you can move up your Speed and make another melee weapon roll using it.

Demigod Ascendant (Level 18)

The power of demigods flows through your veins, granting you the following benefits.

Improved Herculean Surge

Your Herculean Surge improves. When you use this feature, your Strength and Dexterity scores gain a +4 bonus, up to a maximum of 24, for 1 minute. You regain your use of Herculean Surge whenever you roll Initiative.

Legendary Resistance

If you fail a saving throw, you can choose to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest.

Burden of Atonement

Burden of Atonement (Level 3)

Seek Redemption Through Sacrifice

For all the wrong you have done in your life, the gods have graced you with an undeserved second chance. Your burden is to atone, to undo all the evils you have done in your life, and to seek redemption before the gods. How you accomplish this is your choice, so long as you remove any dark marks you leave behind. Ultimately, your final martyrdom might be a grand act, averting a great disaster or banishing a force of evil, or it might be as humble as redirecting the life of an evil person and causing them to seek redemption, passing the torch to a new Martyr of Atonement.

Burden of Atonement Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Atonement Spells table, you thereafter always have the listed spells prepared.

Redirection

When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to hit you instead.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage. This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Sin Eater (Level 6)

You can take a Magic action to transfer negative effects from any number of willing creatures within 60 feet of yourself to you.

If a chosen effect forced the original target to make a saving throw to avoid or end it, you make that saving throw against it with Advantage. On a success, the effect ends; on a failure, the effect ends for the original target and affects you instead as if you were the original target.

You can transfer multiple negative effects of the same type to yourself, affecting you only once each time you use this feature.

You can transfer the following negative effects.

Selfless Sacrifice (Level 14)

You gain the following benefits.

Sacrificial Challenge

When you use your Sacrificial Strike, you can choose for the target to have Disadvantage on attack rolls it makes against creatures other than you until the start of your next turn.

Sacrificial Luck

When you use your Sacrificial Skill to turn a failure into a success, each ally that can see you within 30 feet of yourself adds 1d6 to the next D20 Test it makes before the start of your next turn.

Ever-Vigilant (Level 18)

You gain a special Reaction that you can only take to use Reprisal or Redirection. You can only take one Reaction per turn. Once you take this special Reaction, you can't take it again until the start of your next turn.

Burden of Awakening

Burden of Awakening (Level 3)

Glimpse the Future of the 'Verse

In a moment of revelation, your mind was opened to the vast, unfathomable cosmic forces that underpin the multiverse. You could see it all: a cataclysm yawning in the future, a knot of pathways forward, and your purpose among it all. No matter the outcome, you never survive.

Ever since, a sliver of foresight has quivered in your mind, along with the spark of psionic potential. You can pull on the invisible tethers of the multiverse to move things, and you feel yourself being pulled toward destinations unknown. The 'Verse itself has a grand design, and there's nothing you can do to escape it.

Burden of Awakening Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Awakening Spells table, you thereafter always have the listed spells prepared.

Psionic Awakening

Your mind has been opened to vast currents of cosmic thought, granting you the following benefits.

Empathy

You can take the Magic action to probe the mind of a creature you can see within 30 feet of you. You learn the creature's emotional state.

Minor Kinesis

You learn the Mage Hand cantrip, and the hand is Invisible when you cast the cantrip with this trait.

Kinetic Shove

You can cast Word of Force without taking Radiant damage or expending a spell use. Once you cast the spell in this way, you can't do so again until you finish a Short or Long Rest.

Mind Mastery

Your psionic knowledge allows you to use the mastery property of a third kind of weapon of your choice, whether or not you have proficiency with that weapon. You can take a Magic action to change the kind of weapon you chose.

Prescient Strike (Level 6)

Once per turn when you make an attack roll and roll a 18 or 19 on the d20, you can turn the roll into a 20.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage (no action required). This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Psychic Reprisal (Level 14)

When you use your Reprisal, you can deal Psychic damage instead of Necrotic or Radiant damage. When you do so, the creature has Disadvantage on the next D20 Test it makes before the end of your next turn.

Limited Foresight (Level 18)

Whenever you start your turn, you can choose to see into the immediate future (no action required). Until the start of your next turn, you have Advantage on D20 Tests and other creatures have Disadvantage on attack rolls against you.

You can use this feature 10 times and regain all expended uses when you finish a Long Rest.

Burden of Calamity

Burden of Calamity (Level 3)

Leave Catastrophic Plagues and Disasters in Your Wake

A grim task awaits those shouldering the Burden of Calamity. These Martyrs spark wars, conjure floods, raise plagues of locusts, call down fire and brimstone, and set apocalypses in motion. As benevolent as the gods might seem, their mercy is tempered with disasters such as these, events that the gods deem necessary to cleanse unjust societies or wipe the slate clean for new advancements. Martyrs of Calamity are therefore harbingers of doom, the first omen of terrible things to follow.

Burden of Calamity Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Calamity Spells table, you thereafter always have the listed spells prepared.

Aura of Calamity

As a Magic action, you can summon an elemental storm around you in a 10-foot Emanation. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder damage. The Emanation lasts for 1 minute and ends early if you dismiss it (no action required) or have the Incapacitated condition.

Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Dexterity saving throw against your spell save DC. On a failed save, the creature has the Prone condition and takes 1d8 damage of the chosen damage type. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn.

The damage increases by 1d8 when you reach Martyr levels 5 (2d8), 11 (3d8), and 17 (4d8).

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage (no action required). This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Apocalyptic Omen (Level 6)

As a Magic action, you can manifest a harmless, temporary omen within a 1-mile radius of yourself for 1 hour. This might include creating an eclipse on command, forming the clouds into a terrible face, conjuring pests, transforming water into blood, or causing the earth to tremble. For the duration, you add 1d4 to D20 Tests you make.

Once you use this feature, you can't use it again until you finish a Long Rest.

Denounce Arcana (Level 14)

A creature with the Magic Resistance trait has Disadvantage, instead of Advantage, on saving throws against your Martyr spells.

Doom Foretold (Level 18)

You can call upon the gods' malice to create a sweeping disaster. You can cast Control Weather, Earthquake, Fire Storm, or Storm of Vengeance without taking Radiant damage or expending a spell use.

Once you use this feature to cast one of these spells, you can't do so again until you finish a Long Rest.

Burden of Discord

Burden of Discord (Level 3)

Wreak Havoc and Disrupt the Status Quo

Martyrs of Discord are chosen at random to sow chaos wherever they travel. They light things on fire, commit petty crimes, and even murder when the fancy strikes. Apt to follow their own predilections, Martyrs of Discord are unified only by their charge to disrupt the status quo as much as possible.

No one is certain why the gods make Martyrs of Discord in the first place. Perhaps it is at the whim of one capricious or evil god, or perhaps the gods desire a balance between chaos and law, and must sometimes stoke the fire to restore this balance.

Burden of Discord Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Discord Spells table, you thereafter always have the listed spells prepared.

Havoc

When you hit an enemy with a melee attack roll using a weapon, you can roll on the Havoc! table to trigger an additional effect.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage (no action required). This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Havoc!
d10Effect

1

Your weapon momentarily becomes a plush toy. The attack deals only 1 Bludgeoning damage.

2

You regain 5 Hit Points.

3

Flammable objects that aren't being worn or carried within 5 feet of you start burning.

4

Immediately after dealing damage, an explosion of force pushes you and the target 20 feet apart.

5

One object the target is holding magically teleports up to 15 feet away from it.

6

The target comically trips and has the Prone condition.

7

The target takes an extra 1d6 Cold, Fire, or Lightning damage (GM's choice).

8

Immediately after dealing damage, you teleport to an unoccupied space you can see within 30 feet of yourself.

9

Until the start of your next turn, the target has one of the following conditions of your choice: Charmed, FrightenedX, or Poisoned.

10

Your weapon doubles in size causing the triggering attack to become a Critical Hit.

Coin of Chaos (Level 6)

You have a coin infused with the tides of chaos. Whenever you or an ally makes a D20 Test, you can flip a coin to add a bonus to the roll. The bonus equals +4 on heads, or +1 on tails.

Once you use the coin, the coin passes to the GM, who can use it to add a bonus to any D20 Test made by a creature under their control. Once the GM uses the coin, it passes back to you, and so on. When you finish a Short or Long Rest, you regain the coin, whether or not the GM has used it.

Pandemonium (Level 14)

You can use your Havoc! without taking Radiant damage and, whenever you roll on the Havoc! table, you can roll twice and use either number.

Sacrificial Burst (Level 18)

When you use your Sacrificial Strike, you can deal an extra 2d10 Radiant damage instead of 10 Radiant damage, or 4d10 damage instead of 20.

Additionally, if you roll the highest number of any damage die for this attack, you can roll another of that die and add it to the damage. You can add a maximum of 10 dice to the attack's damage roll in this way.

Burden of Fame

Burden of Fame (Level 3)

Get Famous

You were destined to see your name in lights, to be the talk of the town, to be a superstar. Unfortunately, the gods also chose you to go out in a blaze of glory. The Burden of Fame entails a life of renown matched only by royalty, coupled with incredible duties undertaken in the public eye. Your flame burns brightly for half as long, but when your journey is complete, nobody will forget your name.

Burden of Fame Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Fame Spells table, you thereafter always have the listed spells prepared.

Celebrity

You gain proficiency in the Performance skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).

Starstruck

You can cast Charm Person as a level 1 spell without taking Radiant damage. When you cast it, the target doesn't have Advantage on its saving throw as a result of you fighting it. Additionally, a creature that has the Charmed condition due to one of your Martyr spells regards you as a celebrity and is awed by your presence.

Entourage (Level 6)

You gain a bonus to your Armor Class equal to the number of creatures with the Charmed condition within 30 feet of you, to a maximum of your Wisdom modifier.

Crowd Suggestion (Level 14)

You can cast Mass Suggestion without taking Radiant damage or expending a spell use. Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting and the spell can target up to 100 creatures within range.

Superstar Sanctitude (Level 18)

Your unparalleled stardom grants you the following benefits.

Reactive Sanctuary

When you use your Reprisal, you can cast Sanctuary on yourself without taking Radiant damage or expending a spell use as a part of the Reaction.

Superstar Aura

Each Large or smaller enemy that ends its turn within 5 feet of you must succeed on a Wisdom saving throw against your spell save DC or have the Prone condition.

Burden of Levity

Burden of Levity (Level 3)

Pull Pranks and Crack Jokes

When bacchanal and trickster deities believe that the mortal realm has gotten too self-serious, they call upon a Martyr of Levity to lighten the mood. These impish Martyrs are given license to joke, prank, and romp about the world with extraordinarily vague directives. Perhaps they have been commanded to pull a prank or tell a joke so ludicrous that history remembers it forever. Or perhaps the Martyr is themselves the butt of a larger joke, a walking parable about fate's blunders. Sadly, the Martyr's death usually serves as a punchline.

Burden of Levity Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Levity Spells table, you thereafter always have the listed spells prepared.

Ne'er-Do-Well

You gain proficiency in the Deception skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).

Sacrificial Shenanigans

When you use your Sacrificial Strike, choose one of the following effects.

Taunt

The target has Disadvantage on the next attack it makes before the start of your next turn.

Trip

The target has the Prone condition.

Just a Prank (Level 6)

Once per turn when a creature you can see makes an Opportunity Attacks against you, you can make a melee attack against the creature. Your attack precedes the triggering attack.

Matador Backstab (Level 14)

You can cast Mass Suggestion without taking Radiant damage or expending a spell use. Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting and the spell can target up to 100 creatures within range.

Zany Misdirection (Level 18)

When you use your Reprisal, instead of dealing Radiant or Necrotic damage to the attacker, you can force the attack to hit another creature other than the attacker within the attack's range.

Burden of Mercy

Burden of Mercy (Level 3)

Heal the Sick and Wounded

When the suffering of the world grows too heavy and the cries of the anguished grow too loud, the gods deliver a Martyr to ease the strife and bring peace to the masses. This burden, however, has no end. A Martyr may spend all their days healing the sick and driving demons out of the possessed, but they will scarcely impact the world at large. Indeed, the onus upon them is not to mend every wound or comfort every widow, but to provide hope in the darkest of times that the gods have not forsaken their people, that peace will soon reign, and that light will be victorious.

Burden of Mercy Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Mercy Spells table, you thereafter always have the listed spells prepared.

Balm

When you use your Miraculous Healing, you can choose one creature you can see within 60 feet of yourself. The target regains 1d8 for each Hit Point Die you expend with Miraculous Healing and you can end one of the following conditions on the target: Blinded, Deafened, or Poisoned.

Merciful Healing

You don't take Radiant damage from casting spells listed on the Mercy Spells table.

Virtuous Blessings (Level 6)

When you finish a Long Rest, choose a number of creatures you can see up to your Wisdom modifier (minimum of 1) to receive one of the following blessings of your choice. Each creature need not receive the same blessing. An unused blessing is expended when a blessed creature finishes a Long Rest.

Blessing of Alacrity

The creature can expend this blessing to increase its Speed by 30 feet until the end of the current turn (no action required).

Blessing of Eloquence

The creature can expend this blessing to gain Advantage on a D20 Test using Wisdom or Charisma (no action required).

Blessing of Vigilance

The creature can expend this blessing to gain Advantage on an Initiative roll (no action required).

Censuring Light (Level 14)

As a Magic action, you emanate a radiant light in a 30-foot Emanation that lasts for 1 minute or until you have the Incapacitated condition. Choose Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.

Whenever the Emanation enters the space of a creature of the chosen type and whenever such a creature enters the Emanation or ends its turn there, it takes 4d6 Radiant damage. A creature takes this damage only once per turn.

Additionally, while in the Emanation, creatures of your choice have Advantage on saving throws against spells and other magical effects created by creatures of the chosen type.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 30 Radiant damage. This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Anointed Healer (Level 18)

Whenever you cast a spell that restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell equal to your Martyr level. If this healing exceeds the creature's Hit Point maximum, it gains Temporary Hit Points equal to excess healing, up to a maximum of your Martyr level.

Burden of Odyssey

Burden of Odyssey (Level 3)

Undertake a Journey of Discovery

The gods have tasked you with exploring the far reaches of the world, to venture where no soul has gone before, and bring back the discoveries waiting to be found there. You might be tasked to map an undiscovered continent, discover a straight between distant cities, or sail the edge of the oceans, but peril and adventure regardless await. You are unlikely to return from your journey, but your expedition will not have been in vain as long as your odyssey is remembered.

Burden of Odyssey Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Odyssey Spells table, you thereafter always have the listed spells prepared.

Voyager's Agility

The gods have blessed you with light feet and a confident stride, granting you the following benefits.

Sacrificial Speed

Your Speed increases by 10 feet. When you use either benefit of your Sacrifice, your Speed increases by another 10 feet until the end of your turn.

Swift Reprisal

On your turn, you can use Reprisal without taking a Reaction.

Misty Transposition (Level 6)

You can cast Misty Step without taking Radiant damage. When you do so, you can choose to teleport to a space occupied by a willing creature within range that doesn't have the Incapacitated condition. You both teleport, swapping places.

Zephyr's Stride (Level 14)

Whenever you move into a space 30 feet or further away from where you started your turn, you are enveloped in a blur of speed. Until the start of your next turn, attack rolls against you have Disadvantage and you don't take Radiant damage from your Sacrificial Strike.

Argonaut (Level 18)

When you roll Initiative, you can cast Haste on yourself without taking Radiant damage or expending a spell use. When you cast the spell, it doesn't require Concentration and, when the spell ends, you don't have the Incapacitated condition and your Speed isn't 0.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by taking 30 Radiant damage (no action required). This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Burden of Rebirth

Burden of Rebirth (Level 3)

Regenerate and Regrow the Natural World

When the natural world is threatened by the needs of growing industry, the ravages of war, or a catastrophic event, the gods may choose a Martyr to protect the wild places of the world. Martyrs with this burden don't seek to prevent the destruction of the world; that would be impossible given the number of factors that threaten it. Instead, those tasked with the Burden of Rebirth give their lives to regenerate what has been razed, ushering in new life in places devastated by death.

Burden of Rebirth Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Rebirth Spells table, you thereafter always have the listed spells prepared.

Natural Companion

You can cast Find Familiar and Speak with Animals without taking Radiant damage or expending a spell use.

Surefooted (Level 6)

Difficult Terrain doesn't cost you or allies within 30 feet of yourself extra movement. Additionally, you and allies within 30 feet of you are immune to the Entangle, Spike Growth, and Plant Growth spells.

Verdant Resilience (Level 14)

As a Bonus Action, you can enter a state of natural regeneration, granting your the following for 1 minute. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Regeneration

At the start of each of your turns, you regain Hit Points equal to your Wisdom modifier (minimum of 1) if you have at least 1 Hit Point.

Resistance

You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Turn of the Wheel (Level 18)

Death is only the beginning for you. You gain the following benefits.

Reincarnation

You can cast Reincarnate without Material components or taking Radiant damage. When you cast this spell, you can choose the new body's species instead of rolling for it randomly.

Reincarnated Return

If you die without using your Final Martyrdom, you can return to life 24 hours after you die as if you were the target of the Reincarnate spell. You can choose your new body's species instead of rolling for it randomly. Once you return to life in this way, you can't do so again for 10 days.

Burden of Revolution

Burden of Revolution (Level 3)

Liberate Others and Slay Tyrants

Kings and leaders are bound by an unspoken covenant to the gods to govern their people justly and peacefully. When a monarch turns their back on the gods, embraces tyranny, or uses cruel measures against their own people, a Martyr is called to end their reign. Rarely does a Martyr of Revolution come with peaceful measures, for when a king must fall, only the sword can provide the necessary leverage.

Such Martyrs are not only called to battle kings; any person of influence that oppresses others and abuses their power might wrong the gods enough to earn the ire of a Martyr. In dark times, a Martyr might be tasked with clearing a continent of despots and oppressors, calling for a full-scale military campaign of liberation.

Burden of Revolution Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Revolution Spells table, you thereafter always have the listed spells prepared.

Revolutionary Spirit

Your zeal for freedom grants you the following benefits. Ranged Reprisal. You can use your Reprisal when you take damage from a creature you can see within 60 feet of you.

Sacrificial Inspiration

As a Bonus Action, you can take 5 Radiant damage to give Heroic Inspiration to an ally within 60 feet of yourself who can see or hear you. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.

Aura of Tenacity (Level 6)

You and your allies within a 30-foot Emanation centered on you gain a bonus to Initiative rolls equal to your Wisdom modifier (minimum bonus of +1). The aura is inactive while you have the Incapacitated condition.

Kingslayer (Level 14)

Once per turn when you reduce an enemy to 0 Hit Points, choose one of the following benefits.

Assault

As a Bonus Action, you can move up to 15 feet and make a melee attack.

Break Spells

All of the creature's spells and effects immediately end, including all spells with permanent effects. Additionally, Contingency, Clone, and other spells that occur in response to the target's death don't trigger.

Shatter Morale

Each ally of the creature within 120 feet of it that has a Challenge Rating less than the target's (or the target's level if it doesn't have a Challenge Rating) has the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target makes a Wisdom saving throw against your spell save DC, ending the condition on itself on a success.

Rallying Strike (Level 18)

When you use your Sacrificial Strike, choose one of your allies within 30 feet of yourself who can see or hear you. The ally can take a Reaction to make one attack using a weapon.

Burden of the End

Burden of the End (Level 3)

Prevent a Looming Disaster, or Die Trying

The gods have seen a great cataclysm on the horizon and tasked you with protecting the world from catastrophe. The coming end may entail the collapse of a kingdom, the arrival of an evil entity, or the quiet vanishing of a village, temple, or way of life. However destructive or temperate, the coming cataclysm disrupts the gods' plans or threatens their hold on the mortal plane. To this end, the gods imbue you with ancient and powerful spells, tools once gifted only to prophets. The life of a Martyr is always forfeit, so long as the cataclysm can be forestalled or defeated.

Burden of the End Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the End Spells table, you thereafter always have the listed spells prepared.

Mystical Wisdom

You gain proficiency in the Arcana skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).

Spell Recovery

When you take a Short Rest, you can choose to regain a number expended spell uses equal to your Wisdom modifier (minimum of 1).

Once you use this feature, you can't do so again until you finish a Long Rest.

Anointed Arcana (Level 6)

The Radiant damage you take from casting spells listed on the End Spells table is reduced by 10, to a minimum of 5.

Sacrificial Spell (Level 14)

When you cast a level 1+ Martyr spell, you can take 10 Radiant damage to use one of the following benefits. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.

Heighten

Once on each of your turns, when you cast a spell that forces a creature to make a saving throw, you can give one target of the spell Disadvantage on saves against the spell.

Quicken

When you cast a spell that has a casting time of an action, you can change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Vindictive Spell (Level 18)

When you take damage from an enemy you can see within 30 feet of yourself, you can take a Reaction to cast a level 1-3 Martyr spell. The spell must deal damage, have a casting time of an action or Bonus Action, and target that creature or include it in its area. The Radiant damage you take from casting the spell is decreased by the amount of triggering damage (minimum 0).

Burden of Truth

Burden of Truth (Level 3)

Bring a Prophet's Message to the World

Tasked with unveiling the world's deceptions and delivering to the people a profound truth, Martyrs carrying the Burden of Truth face an endless battle with disillusionment and lies. Such a Martyr must earn the people's hearts and minds, turning their favors away from evil influences and toward divine ones. It is an uphill battle, but one that rarely requires grievous violence except in the most dire of circumstances.

Martyrs of Truth are often deemed prophets, for their gods entrust them with knowledge of the future, insights into the past, and sagacious perspective on the present. Such information is proof of their messages' divine origin and is a necessary balm, for the truths such Martyrs are called to preach are often a bitter pill for listeners to swallow.

Burden of Truth Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Truth Spells table, you thereafter always have the listed spells prepared.

Compelling Message

You gain proficiency in the Persuasion skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).

Forewarning

As a Magic action, you can glimpse some future peril and warn yourself or an ally within 60 feet of yourself who can hear you. This warning lasts until the creature finishes a Long Rest and ends early if you use this feature to warn a different creature. When the warned creature is hit by an attack roll, it can use this warning to gain a +5 bonus to its AC against the attack, potentially causing it to miss. The warning then ends for it.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage (no action required). This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Seer (Level 6)

You have Blindsight with a range of 30 feet.

Word of Revelation (Level 14)

You can cast Word of Force, Word of Terror, and Word of Transience once each without taking Radiant damage or expending a spell use.

Once you cast one of these spells without taking Radiant damage, you must finish a Short or Long Rest before you can cast the spell in that way again.

Sacrificial Foresight (Level 18)

When you use your Sacrificial Skill, you gain a +5 bonus to all D20 Tests you make until the end of the current turn.

Burden of Tyranny

Burden of Tyranny (Level 3)

Rule with an Iron Fist

When malevolent gods find the world pacified and defenseless, they send a Martyr of Tyranny to conquer its kingdoms, subjugate the weak, and spread misery with their blade. Once unleashed, this Martyr stops at nothing to establish an empire to rule over with an iron fist. They demand submission from their foes and pledges of fealty from their allies, taking gleeful satisfaction with every power grab and malicious turn. It isn't enough to rule: they must be feared, and any resistance must cower in their shadows. Only then will the gods let them die, likely stabbed in the back by someone crueler or more pitiless.

Burden of Tyranny Spells

Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Tyranny Spells table, you thereafter always have the listed spells prepared.

Diabolic Presence

You gain proficiency in the Intimidation skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).

Vengeful Reprisal

When you deal Radiant damage to a creature with your Reprisal, you have Advantage on attack rolls against the target until the end of your next turn.

Death Stare (Level 6)

When you roll Initiative, or as a Magic action on your turn, you can lay a chilling gaze upon a creature you can see within 60 feet of yourself. The target must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition until the end of its next turn.

Sacrificial Resilience (Level 14)

Once on each of your turns, immediately after you use your Sacrificial Strike, you can gain a number of Temporary Hit Points equal to the amount of Radiant damage you take.

Totalitarian Control (Level 18)

You can cast Dominate Beast, Dominate Monster, or Dominate Person once without taking Radiant damage or expending a spell use. When you cast one of these spells using this feature, you gain the following benefits. Once you cast one of these spells without taking Radiant damage, you must finish a Long Rest before you can cast the spell in that way again.

Overpowering Command

The target has Disadvantage on its saving throw against the spell.

Psychic Recoil

When the spell ends, you can choose to deal 6d8 Psychic damage to the target.

Iron Grip

If you cast Dominate Beast or Dominate Person, you can numb the target to pain. The target doesn't repeat its saving throw against the spell when it takes damage.