Livspoeng
Kyndigheter
Martyr
| Niva | Dyktighetsbonus | Egenskaper | Max Spell Level | Spell Uses |
|---|---|---|---|---|
| 1 | + 2 | Mortal Burden Ordained Death | 0 | 0 |
| 2 | + 2 | Mortal Burden Ordained Death | 1st | 2 |
| 3 | + 2 | Mortal Burden Ordained Death | 1st | 3 |
| 4 | + 2 | Mortal Burden Ordained Death | 1st | 3 |
| 5 | + 3 | Mortal Burden Ordained Death | 2nd | 6 |
| 6 | + 3 | Mortal Burden Ordained Death | 2nd | 6 |
| 7 | + 3 | Mortal Burden Ordained Death | 2nd | 7 |
| 8 | + 3 | Mortal Burden Ordained Death | 2nd | 7 |
| 9 | + 4 | Mortal Burden Ordained Death | 3rd | 9 |
| 10 | + 4 | Mortal Burden Ordained Death | 3rd | 9 |
| 11 | + 4 | Mortal Burden Ordained Death | 3rd | 10 |
| 12 | + 4 | Mortal Burden Ordained Death | 3rd | 10 |
| 13 | + 5 | Mortal Burden Ordained Death | 4th | 11 |
| 14 | + 5 | Mortal Burden Ordained Death | 4th | 11 |
| 15 | + 5 | Mortal Burden Ordained Death | 4th | 12 |
| 16 | + 5 | Mortal Burden Ordained Death | 4th | 12 |
| 17 | + 6 | Mortal Burden Ordained Death | 5th | 14 |
| 18 | + 6 | Mortal Burden Ordained Death | 5th | 14 |
| 19 | + 6 | Mortal Burden Ordained Death | 5th | 15 |
| 20 | + 6 | Mortal Burden Ordained Death | 5th | 15 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 14
Niva 15
Niva 16
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Kyndigheter
light
medium
shield
simple
martial
Startutstyr
Klasseegenskaper
Mortal Burden (Level 1)
Beginning at 1st level, you are fated to perish in the name of a great ideal, cementing your name alongside others who have done the same. Choose a Mortal Burden, detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 14th, and 18th level.
Burden Spells
Each burden has a list of associated spells that you gain at the martyr levels specified in the burden description. Once you gain access to a burden spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you gain a burden spell that doesn't appear on the martyr spell list, the spell is nonetheless a martyr spell for you.
Ordained Death (Level 1)
As a martyr, you have been predestined by the gods to perish for a great cause; there is no greater glory in death, and no greater joy in the afterlife. However, it is not yet your time. Starting at 1st level, when you fall to 0 hit points and begin to make death saving throws, you must fail 5 saving throws to die. Additionally, if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Spellcasting (Level 2)
Starting at 2nd level, you can leverage the power of your suffering to cast divine magic.
Casting Spells
To cast one of your martyr spells of 1st level or higher, you must lose hit points to create and expend a spell slot greater than or equal to that spell's level. The number of hit points is listed on the Hit Points Spellcasting table and can't be reduced or avoided. You don't make Constitution saving throws to maintain concentration on spells as a result of losing these hit points.
The Martyr table shows the maximum level of spell slot you can create.
The Spell Uses column of the Martyr table shows how many spells you can cast. When you expend hit points to cast a spell, you expend one of these uses. You regain all expended uses when you finish a long rest.
| Spell Level | Point Cost |
|---|---|
1st | 5 |
2nd | 10 |
3rd | 20 |
4th | 30 |
5th | 45 |
Preparing Spells
You prepare the list of martyr spells that are available for you to cast, choosing from the martyr spell list. When you do so, choose a number of martyr spells equal to your Wisdom modifier + half your martyr level, rounded down (minimum of one spell). Spells you choose must be of a level no higher than what's shown in the Max Spell Level column for your level. You can change your list of prepared spells when you finish a long rest.
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, since your power originates in the devotion used to overcome your trials and tribulations. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a martyr spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your martyr spells.
Sainted Reprisal (Level 2)
Also at 2nd level, you can reprimand those who draw your blood. When a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to deal that creature 1d6 necrotic or radiant damage (your choice)
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mark of the Herald (Level 2)
At 2nd level, your divine cause manifests itself upon you, forming a special mark or stigmata for all to see. You have advantage on ability checks you make to convince other creatures to assist you in service of your holy cause.
Divine Healing (Level 3)
Starting at 3rd level, you can utter a prayer to the gods for mercy. As an action, you can spend Hit Dice and regain hit points as if you had just finished a short rest. When you use this ability, you can spend a number of Hit Dice up to your proficiency bonus.
Torment (Level 3)
By 3rd level, you have learned to curry the gods' favor through anguish and mortal trials. Once on each of your turns when you hit a creature with a melee weapon attack, you can lose 5 hit points to deal an extra +10 bonus necrotic or radiant damage (your choice) to the target. You don't make Constitution saving throws to maintain concentration on spells as a result of losing these hit points.
Starting at 11th level, you can choose to lose 10 hit points to deal an extra +20 damage to the target.
Ability Score Improvement (Level 4)
When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mortal Burden feature (Level 6)
At 6th level, you gain one feature granted by your Mortal Burden.
Respite (Level 7)
Beginning at 7th level, you regain all spent Hit Dice when you finish a long rest, instead of only half of them.
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Undying Conviction (Level 10)
Beginning at 10th level, when you drop to 0 hit points and aren't killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Torment improvement (Level 11)
Starting at 11th level when using your Torment, you can choose to lose 10 hit points to deal an extra +20 damage to the target.
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Mortal Burden feature (Level 14)
At 14th level, you gain one feature granted by your Mortal Burden.
March Unto Destiny (Level 15)
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Mortal Burden feature (Level 18)
At 18th level, you gain one feature granted by your Mortal Burden.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Final Martyrdom (Level 20)
At 20th level, you have at last reached your predestination: you will die in eternal glory. You can use your action to become immune to all damage for 10 minutes. During this duration, you can't be blinded, charmed, deafened, exhausted, frightened, incapacitated, poisoned, restrained, or rendered unconscious. You have advantage on all ability checks, attack rolls, and saving throws.
Additionally, during this duration, you can cast the wish spell once, without spending a spell slot or hit points. If you use the spell to produce any effect other than duplicating another spell, the stress of casting it doesn't reduce your Strength or cause you to take necrotic damage.
At the end of this duration, you die. No force short of divine intervention can prevent your death, and you can't be returned to life by any means.
Multiklassing
Multiklassekrav
{"con":13,"wis":13}
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Burden of Anonymity
Burden of Anonymity (Level 1)
Like other martyrs, you were chosen to accomplish great things and die for a noble cause. However, you were not destined for glory; no one will ever know your name. Martyrs chosen for the Burden of Anonymity work in the shadows to influence the world for the greater good, and will inevitably die in the shadows, unknown to all.
Your divinely-appointed task might be secret, such as assassination or infiltration, and even your role as a martyr might be incognito, even to your allies. Anonymous martyrs might disguise themselves as paladins, mercenaries, or rogues with hidden agendas and abundant conspiracies.
Burden Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Innate Subtlety
Starting at 1st level, you have a gift for secrecy and treachery alike. You gain proficiency in the Stealth skill and with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
You also learn the minor illusion cantrip. Wisdom is your spellcasting ability for this spell.
Fade from View
Also at 1st level, you can slip out of sight the moment things heat up. When you roll initiative and aren't surprised, you can become invisible, as per the invisibility spell, until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Silent Torment (Level 6)
Starting at 6th level, whenever you use your Torment feature against a creature that can't see you or is surprised, the target is magically silenced until the start of your next turn, rendering it unable to speak or perform the verbal components of spells. Additionally, you don't lose any hit points from using the Torment ability.
Instant Alias (Level 14)
Beginning at 14th level, you can magically claim the identity of any person you slay. Whenever you reduce a Humanoid to 0 hit points with a melee attack, you can instantly cause any of the following effects:
You can instantly assume the creature's appearance, as per the disguise self spell for 8 hours.
You can unerringly mimic the creature's speech.
You learn one of the creature's Bonds or Flaws.
The creature's corpse becomes invisible for 1 hour.
False Martyrdom (Level 18)
At 18th level, as a reaction when you take damage or use the Undying Conviction feature, 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 copies 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 magical effects. The corpse and its clothing and equipment vanish after 10 days, or when you dismiss it as an action on your turn or use this feature again.
Furthermore, if you covertly notify the GM, you can also convince your allies 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.
Burden of Ascension
Burden of Ascension (Level 1)
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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Herculean Surge
Also at 1st level, you can channel the might and agility of the gods. 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.
Labors of Ascension
Starting at 1st level, the GM chooses five to twelve labors—critical challenges with divine implications—for you to complete in your lifetime, but doesn't need to disclose what the labors entail. You have advantage on any ability check you make that you know will advance or help complete one of your labors. Whenever you complete one of your labors, your current and maximum hit points increases by 5.
Bloody Reprieve (Level 6)
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you don't lose any hit points from using the ability.
Relics of Legend (Level 14)
By 14th level, 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, detailed below. These items might have been at your side for years, or they might have been used to accomplish one of your labors, or may 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 the spell shield without using hit points or counting against your total number of martyr spells per day.
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 the spell commune without using hit points or counting against your total number of martyr spells per day.
Xiphos
Your Xiphos is a sword, spear, or other melee weapon that you have wielded in combat. You can use your Xiphos when you score a critical hit with this relic or reduce a creature to 0 hit points with it, you can move up to 15 feet and make another melee weapon attack as part of the same action.
Demigod Ascendant (Level 18)
At 18th level, the power of demigods flows through your veins in anticipation of your final ascension. You gain 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 the use of your Herculean Surge whenever you roll initiative.
Legendary Resistance
If you fail a saving throw, you can use your reaction to succeed instead. Once you use this ability, you can't use it again until you finish a long rest.
Burden of Atonement
Burden of Atonement (Level 1)
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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Bonus Proficiencies
Starting at 1st level, you gain proficiency in heavy armor.
Self-Sacrifice
Also at 1st level, you can dive in the way of an attack. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to change the target of the attack to yourself instead.
Once you use this ability, you can't use it again until you finish a short or long rest.
Blooded Reprieve (Level 6)
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
Draw Aggression (Level 14)
Beginning at 14th level, as a bonus action on your turn, you can invoke the ire of your foes to protect your allies. Until the start of your next turn, each hostile creature you choose within 5 feet of you that can see you has disadvantage on attack rolls against creatures other than you, and advantage on attack rolls against you.
Sin Eater (Level 18)
Starting at 18th level, you can use your action to transfer negative effects from any number of willing creatures within 60 feet to yourself. You can transfer one of the following effects from each creature:
The effect ends for the creature and targets you as if you were the original target, with the effect's original duration. You can transfer multiple negative effects of the same type to yourself, affecting you only once each time you use this ability.
Burden of Calamity
Burden of Calamity (Level 1)
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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Harbinger
Starting at 1st level, you are an incorrigible ne'er-do-well. You gain proficiency in the Intimidation skill and with a set of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
You also learn the thaumaturgy cantrip. Wisdom is your spellcasting ability for this spell.
Aura of Calamity
Starting at 1st level, as an action, you can summon an elemental storm around you in a 10-foot-radius aura. When you use this feature, choose acid, cold, fire, lightning, poison, or thunder damage for the aura and designate any number of creatures you can see to be unaffected by it.
When an affected creature enters the aura for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes 1d8 damage of the type you chose. On a successful save, the creature takes half as much damage and isn't knocked prone.
The aura lasts for 1 minute or until you are incapacitated or die, or you dismiss it early on your turn (no action required).
At higher levels, you can empower your aura with your life force. At 5th level, you can choose to lose 5 hit points when you use this feature to increase the aura's damage to 2d8. At 11th level, you can lose 10 hit points to increase the aura's damage to 3d8, and at 17th level, you can lose 15 hit points to increase the aura's damage to 4d8.
Once you use this feature, you can't use it again until you finish a short or long rest.
Bloody Reprieve (Level 6)
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you don't lose any hit points from using the ability.
Denounce the Wicked (Level 14)
By 14th level, your proclamations and condemnations carry divine weight. When you finish a long rest, you can speak aloud the name of a specific creature known to you (or a unique pseudonym, title, or nickname) and denounce that creature. Until you finish a long rest, whenever you see the denounced creature make an attack roll, ability check, or saving throw, you can use your reaction to impose disadvantage on that roll.
Doom Foretold (Level 18)
At 18th level, you can call upon all of the gods' malice to create a sweeping disaster. You can cast the spell control weather, earthquake, fire storm, or storm of vengeance without using hit points or counting against your total number of martyr spells per day.
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 1)
Martyrs of Discord are chosen at random to sow chaos and stoke evil wherever they travel. They light things on fire, commit petty crimes, and even murder when the fancy strikes. Given to 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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Cantrips
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the shocking grasp and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting ability for these spells.
Havoc!
Also at 1st level, you can stoke the flames of chaos with your sword. When you hit a hostile creature with a melee weapon attack, you can roll on the table below to trigger an additional effect.
Once you use this ability, you can't use it again until you finish a short or long rest.
| d10 | Effect |
|---|---|
1 | You trade places with the target. |
2 | Lightning strikes you and the target, dealing 3d6 lightning damage to each of you. |
3 | The target must vocalize their innermost thoughts for the next minute. |
4 | You cast darkness, centered on the target. |
5 | You become invisible until the end of your next turn, as per the spell invisibility. |
6 | The target bursts into flames, taking 1d4 fire damage. The target continues to take 1d4 fire damage at the beginning of their turns until a creature extinguishes the flames as an action. |
7 | The target's skin transforms into a brittle glass until the end of its next turn, reducing its AC by 3. |
8 | The target comically falls prone. |
9 | Something explodes in the distance, dealing 8d6 fire damage to any creature within a 20-foot radius of the exploding object. |
10 | Roll on this table twice and apply both results. If you get this result on one or both secondary rolls, ignore it. |
Blooded Reprieve (Level 6)
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
Coin of Chaos (Level 14)
At 14th level, you have a coin blessed with the tides of chaos. Whenever you or a creature you can see makes an attack roll, ability check, or saving throw, you can flip a coin|Coin of Chaos|Heads (+4)|Tails (+1) to add a bonus to the roll. The bonus equals +4 on a heads or +1 on a tails. Once you use the coin, the coin goes to the GM, who can use it to enhance any roll made by an NPC or monster. Once the GM has used the coin, it passes back to you, and so on. When you finish a long rest, you regain the coin, whether or not the GM has used it.
Pandemonium (Level 18)
At 18th level, you can use your Havoc! ability whenever you make an attack roll or cast a spell targeting a hostile creature, and do not need to rest between uses.
Burden of Fame
Burden of Fame (Level 1)
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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Celebrity
Starting at 1st level, your name rings familiar to people you meet. You gain proficiency in the Performance skill and with one musical instrument of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
You also learn the dancing lights cantrip. Wisdom is your spellcasting ability for this spell.
Famous Autograph
By 1st level, your reputation precedes you. You can use a bonus action to attempt to charm a creature that can hear or see you within 60 feet, which must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). A creature with an Intelligence score of 3 or less automatically succeeds on this saving throw.
For any other creature, roll a d20. If you roll lower than your martyr level, the creature has already heard of you and automatically fails its saving throw.
On a failed save, the creature is charmed by you for 1 minute or until your companions do anything harmful to it. The target regards you as a celebrity and is starstruck by your presence. If you use your action to sign your autograph for the charmed creature, the duration of this effect extends to 10 minutes.
Once you use this feature, you can't use it again until you finish a short or long rest.
Sacrosanct Spell (Level 6)
At 6th level, when you cast one of your Burden Spells or a spell that has the sole effect of causing a creature to regain hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
Crowd Suggestion (Level 14)
By 14th level, your renown drives crowds to your side. You can cast the spell mass suggestion without using hit points or counting against your total number of martyr spells per day. Once you cast the spell in this way, you can't do so again until you finish a long rest.
You can also stretch the spell's magic to influence more targets with less specificity. You can target up to 100 creatures within range and deliver a one-or two-word suggestion. Each target or group of targets (as decided by the GM) must make a Wisdom saving throw against your spell save DC or collectively follow the suggestion.
You can't specify conditions that will trigger a special activity during the duration or suggest any activity that will be harmful to one or more members of the group.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how targets behave. If a target can't follow your command, the spell ends for it.
Catch Me!
A target helps to lift and move you above its head, passing you to a creature adjacent to it in the direction you specify.
Disperse!
A target spends its turn moving until it is at least 10 feet away from other creatures.
Get Them!
A target spends its turn moving toward a creature you specify and attempting to grapple it, if able.
Hide Me!
A target spends its turn moving toward you by the shortest and most direct route, attempting to conceal you in any way it deems appropriate.
Jump!
A target must use all its movement to jump up and down without leaving its space and has disadvantage on Dexterity saving throws and attack rolls.
Superstar Sanctitude (Level 18)
Beginning at 18th level, every Humanoid you meet recognizes you as the most beloved and iconic personality of your age.
Additionally, you can cast the spell sanctuary at will, targeting yourself, without using hit points or counting against your total number of martyr spells per day.
Burden of Levity
Burden of Levity (Level 1)
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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Ne'er-Do-Well
Starting at 1st level, you are an incorrigible ne'er-do-well. You gain proficiency in the Deception skill and with one gaming set of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
You also learn the prestidigitation cantrip. Wisdom is your spellcasting ability for this spell.
Pie in the Face
At 1st level, you can use a bonus action to throw a pie at a creature you can see within 30 feet, which must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Sacrosanct Spell (Level 6)
At 6th level, when you cast one of your Burden Spells or a spell that has the sole effect of causing a creature to regain hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
Just a Prank (Level 14)
By 14th level, your puckish nature helps you escape consequences for your actions. As a reaction when one or more creatures you can see become hostile toward you, you can magically suppress their hostility by declaring it was an elaborate prank. Each hostile creature must succeed on a Charisma saving throw against your spell save DC.
On a failed save, a target becomes indifferent about you, and you have advantage on the next Charisma check you make directed at it within the next hour. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
Once you use this feature, you can't use it again until you finish a short or long rest.
Zany Misdirection (Level 18)
Beginning at 18th level, you can use your reaction when you are targeted by an attack to change the target of that attack to a creature within 5 feet of you that is also within the attack's range or reach. If there is no such creature within 5 feet of you, the attack has disadvantage.
Burden of Mercy
Burden of Mercy (Level 1)
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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Cantrips
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the spare the dying and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting ability for these spells.
Sacrosanct Spell (Level 6)
At 6th level, when you cast a spell with a casting time of 1 minute or longer, or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
Shared Respite (Level 14)
Beginning at 14th level, when you use your Divine Healing ability to expend Hit Dice and regain hit points, one willing creature you choose within 60 feet can also regain hit points equal to the highest number rolled on a hit die + your Constitution modifier.
Anointed Healer (Level 18)
By 18th level, your status as a divine healer is enshrined in sainthood. Whenever you restore hit points to a creature, you can add your martyr level to the number of regained hit points. Any creature can benefit from this additional healing once, regaining the ability to do so when you finish a long rest.
Burden of Odyssey
Burden of Odyssey (Level 1)
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 strait 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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Worldly Experience
When you choose this burden at 1st level, your walking speed increases by 10 feet.
Additionally, you gain proficiency in cartographer's tools and learn one language of your choice.
Pilgrim's Gate
Also at 1st level, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Bloody Reprieve (Level 6)
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you don't lose any hit points from using the ability.
Zephyr's Stride (Level 14)
At 14th level, whenever you end your turn 30 feet or further away from where you began your turn, you are enveloped by a blur of speed. Attacks against you have disadvantage until the start of your next turn.
Chosen of the Argonauts (Level 18)
At 18th level, the gods hasten you and your companions onward to your inevitable end. Whenever you finish a long rest, you can choose six willing creatures to gain a blessing of swiftness, which lasts until the creature finishes a long rest. Each creature blessed this way gains a climbing speed and a swimming speed equal to its walking speed, and can use its bonus action to move 10 feet without provoking opportunity attacks.
Burden of Rebirth
Burden of Rebirth (Level 1)
The gods have seen a great cataclysm on the horizon and tasked their martyr with protecting the world from catastrophe. The exact nature of the coming End may vary: sometimes the awakening or arrival of an evil entity, sometimes the discovery and abuse of a powerful artifact, and sometimes a singularly destructive event that endangers the gods themselves, but the martyr must be dedicated to give their lives to stop it. To this end, the gods imbue their martyr with ancient and powerful spells, tools once gifted only to prophets.
When the coming cataclysm threatens the world, a martyr would be ill-served to ignore their call, for the cataclysm imperils them directly—as well as the lives of their family and companions. The life of a martyr is always forfeit, but the rest of the world can yet be saved.
Burden Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Cantrips
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the druidcraft and shillelagh cantrips, and one other cantrip of your choice from the druid spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting ability for these spells.
Friend of The Forest
Also at 1st level, you can cast the speak with animals spell without losing hit points to cast it. When you do so, you have advantage on Charisma ability checks made against beasts for the duration of the spell.
Once you cast the spell in this way, you can't do so again until you finish a short or long rest.
Sacrosanct Spell (Level 6)
At 6th level, when you cast a spell with a casting time of 1 minute or longer, or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
Verdant Resilience (Level 14)
Beginning at 14th level, as a bonus action on your turn you can enter a state of natural regeneration for 1 minute. When you do so, and again at the start of each of your turns during this time, you regain hit points equal to your Wisdom modifier. Also during this time you have resistance to bludgeoning, piercing, and slashing damage and you can't cast martyr spells. You can use a bonus action to end your verdant resilience early.
Once you use this feature, you must finish a short or long rest before you can use it again.
Turn of The Wheel (Level 18)
Starting at 18th level, you can cast the reincarnate spell without providing material components or losing hit points. When you do, you can choose which race the target reincarnates as rather than the GM rolling randomly. If you wish, instead of targeting a dead humanoid with this spell, you can target yourself. Once you cast the spell using this feature you can't do so again until you finish a long rest.
If you die without using your Final Martyrdom feature, you can return to life 24 hours after you die as if you were targeted by the reincarnate spell. You can choose which race you reincarnate as instead of the GM rolling randomly. Once you return to life in this way, you can't do so again for 100 days.
Burden of Revolution
Burden of Revolution (Level 1)
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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Bonus Proficiencies
Starting at 1st level, you gain proficiency in heavy armor.
Bulwark of Rebellion
Also at 1st level, you can use a bonus action to gain temporary hit points equal to 1d10 + your martyr level which last for 1 hour. Once you use this feature, you must finish a short or long rest before you can use it again.
Blooded Reprieve (Level 6)
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
Unyielding Banner (Level 14)
At 14th level, your banner is a symbol of resistance. You and friendly creatures within 10 feet of you can add your Wisdom modifier to initiative rolls and are immune to being charmed or frightened.
Kingslayer (Level 18)
By 18th level, you are the bane of despots, the usurper of tyrants. When you reduce a hostile creature to 0 hit points, choose one of the following effects:
All of the creature's spells and effects immediately end, including all spells with permanent effects. Spells contingent on the target's death do not trigger.
Each creature within 120 feet of the target which is aligned with it and has a lower challenge rating than it must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute.
You can use your bonus action to move up to 15 feet and make another melee weapon attack.
Burden of The End
Burden of The End (Level 1)
The gods have seen a great cataclysm on the horizon and tasked their martyr with protecting the world from catastrophe. The exact nature of the coming End may vary: sometimes the awakening or arrival of an evil entity, sometimes the discovery and abuse of a powerful artifact, and sometimes a singularly destructive event that endangers the gods themselves, but the martyr must be dedicated to give their lives to stop it. To this end, the gods imbue their martyr with ancient and powerful spells, tools once gifted only to prophets.
When the coming cataclysm threatens the world, a martyr would be ill-served to ignore their call, for the cataclysm imperils them directly—as well as the lives of their family and companions. The life of a martyr is always forfeit, but the rest of the world can yet be saved.
Burden Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Cantrips
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the sacred flame and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting ability for these spells.
Herald of The End
Also at 1st level, your magic is empowered with foreknowledge of the end times, heightening its force. When you cast a martyr spell that deals damage, you can choose to reroll all of its damage dice and must keep the new rolls. Once you use this ability, you can't use it again until you finish a short or long rest.
Sacrosanct Spell (Level 6)
At 6th level, when you cast a spell with a casting time of 1 minute or longer, or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
Embrace The Inevitable (Level 14)
Starting at 14th level, once on each of your turns, when you cast a martyr spell of 1st level or higher which calls for a saving throw to resist its effects, you can spend additional hit points equal to half the cost of the spell to cause the creature to roll its first save against the spell with disadvantage.
Halt Apocalypse (Level 18)
By 18th level, the gods have blessed you with precious time enough to forestall catastrophe. At the end of your turn, you can choose to take another turn immediately. Once you use this ability, you can't use it again until you finish a long rest.
Burden of Truth
Burden of Truth (Level 1)
Tasked with unveiling the world's deceptions and delivering to the people a profound truth, martyrs tasked with 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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Moral Erudition
Starting at 1st level, you can add your Wisdom modifier instead of your Charisma modifier to Charisma (Persuasion) checks. Additionally, others can naturally sense when you are telling the truth.
Maxim of Truth
Also at 1st level, your force of personality compels others to truthfulness. You can use your bonus action to cast the spell zone of truth (DC equals 8 + your proficiency bonus + your Wisdom modifier), centered on yourself with a 5-foot radius area. This effect lasts for 1 minute. Once you cast this spell in this way, you can't use it again until you finish a short or long rest.
Sacrosanct Spell (Level 6)
At 6th level, when you cast a spell with a casting time of 1 minute or longer, or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
Foretold Escape (Level 14)
Starting at 14th level, when an attacker that you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the attack.
Eyes of Prophecy (Level 18)
By 18th level, you are the bane of despots, the usurper of tyrants. When you reduce a hostile creature to 0 hit points, choose one of the following effects:
All of the creature's spells and effects immediately end, including all spells with permanent effects. Spells contingent on the target's death do not trigger.
Each creature within 120 feet of the target which is aligned with it and has a lower challenge rating than it must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute.
You can use your bonus action to move up to 15 feet and make another melee weapon attack.
Burden of Tyranny
Burden of Tyranny (Level 1)
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 bloodshed from their foes and pledges of absolute fealty from their allies, taking gleeful satisfaction with every power grab and malicious turn. It is not 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 Spells
You gain burden spells at the martyr levels listed.
| Martyr Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Bonus Proficiencies
Starting at 1st level, you gain proficiency in heavy armor.
Diabolic Ultimatum
Also at 1st level, you can use your action to drive an enemy to harsh choices with a glance. Choose one creature you can see which can see you within 60 feet to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is charmed or frightened by you (the target's choice) for up to 1 minute. It can repeat this saving throw on each of its turns, ending the effect on a success.
Once you use this ability, you can't use it again until you finish a short or long rest.
Blooded Reprieve (Level 6)
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
Crush Resistance (Level 14)
By 14th level, your strikes drain the vitality of others. Once on each of your turns, when you hit a hostile creature with a melee weapon attack, you gain 1d8 temporary hit points. Alternatively, if you reduce a charmed or allied humanoid to 0 hit points with a melee weapon attack, you gain 3d8 temporary hit points. Temporary hit points gained from this ability last for 1 minute.
Totalitarian (Level 18)
By 18th level, you can demand complete fealty from dire enemies. You can cast the spell dominate person once without using hit points or counting against your total number of martyr spells per day. Whenever you cast dominate person, the target has disadvantage on its saving throw and doesn't make a new Wisdom saving throw against the spell when it takes damage. Once you cast this spell without using hit points, you can't do so again until you finish a long rest.