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VSS

Martyr

Squalid masses crowd draw close around a young dwarf in spotless clothing. He touches them each in turn, healing injuries, curing illnesses, and restoring hope. A ragged tiefling speaks in a crowded square. As if in response, dark clouds gather over her head and the earth trembles at her words. A mad king spits and swears from his throne at imperial guards who have fled or been slain. A lone dragonborn stands before him, solemnly preparing herself for divinely-demanded regicide. Martyrs are implements of the gods, handpicked to spill their blood in service of a divine cause. Such an end is inevitable, for once a martyr is chosen, their fate is fixed in the heavens.   Fated to Die
Martyrs are chosen by the gods, predestined to speed forth to a final destination: they are ordained to die for a great cause. Martyrs are prophets and oracles, great priests and liberators. No matter how much good they might accomplish in their lives, the end must always be the same: a glorious death, to be remembered in legend. No matter the circumstance, a martyr cannot avoid their destiny. While some martyrs gladly accept their holy approbation, others struggle against it. However, from the moment the gods choose their martyr, they shall intervene in the martyr’s fate, pulling them inexorably towards their cause. The gods will settle for a lesser martyr if they must, if the one chosen is unwilling to follow their path, but they always prefer to uplift their martyr to the heights of sainthood before the inevitable death.   Blood of the Martyr
As martyrs are ordained by the gods to die, their suffering is holy sacrament. Martyrs brought close to death grow more powerful, not less, and those that spill their own blood evoke waves of divine energy. In the view of the gods, such hardship only heightens martyrdom and hastens the martyr to their destiny.
Paradoxically, martyrs are protected from death’s precipice even as they are edged closer towards it. Every torment and persecution suffered by them is weighed with equal moments of respite offered by the gods. For the gods do not mean to kill their charge early; a martyr should meet their fate only at the preordained time and place.   Creating a Martyr
As you create a martyr, think about the moment you chosen by the gods and your burden was placed upon you. Were you visited by an angelic host or a god disguised as a mortal? Did you quietly hear a divine voice in your ear, as stigmata formed on your body? Was your soul violently dragged to the Upper (or Lower) Planes for an audience with the gods? Consider the life you led before you were ordained for martyrdom. Were you a wicked soul, purified and redeemed to undergo this task? Were you already a warrior, adventurer, or cleric in service of the gods? Also, consider how you reacted. Did you accept the task and your inevitable destiny, or did you run from it? Are you still running?   QUICK BUILD
To build a martyr quickly, follow these suggestions: Constitution should be your highest ability score. Your next highest ability score should be Strength if you choose a Burden, such as the Burden of Revolution, which focuses on melee combat, or Wisdom if you choose one focused on spellcasting. Pick any background.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per martyr level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple and martial weapons
tools: None
saving throws: Strength, Wisdom
skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition
to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) scale mail or (b) chain mail (if proficient)

  • (a) a light crossbow and 20 bolts, or (b) any simple weapon

  • (a) a priest’s pack or (b) an explorer’s pack

  • A holy symbol


spellcasting:
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.   Spellcasting
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
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 on 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 modifier for martyr spells, since your power originates in the devotion used 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 save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier   SPELLCASTING FOCUS
You can use a holy symbol as a spellcasting focus for your martyr spells.
class features:
Mortal Burden
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.   Ordained Death
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.   Mark of the Herald
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.   Sainted Reprisal
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).   Divine Healing
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
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 a bonus +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 lose 10 hit points to deal an additional +20 damage to the target.   Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.   Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Respite
Beginning at 7th level, you regain all spent Hit Dice when you finish a long rest, instead of only half of them.   Undying Conviction
Beginning at 10th level, when you drop to 0 hit points and are not 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.   March Unto Destiny
At 15th level, your inevitable end draws nearer, and nothing can hold you from it. You do not need to eat or drink, and cannot be paralyzed, petrified, or stunned.   Final Martyrdom
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 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.
subclass options:

MORTAL BURDENS

Martyrs are created and driven forth to right an inexorable wrong in the world. On this quest, they are a direct instrument of the gods, and no matter how hard they try, they cannot escape the burden of their duty.  

Burden of Atonement

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 cure wounds, sanctuary
5th calm emotions, lesser restoration
9th remove curse, speak with dead
13th death ward, fire shield
17th greater restoration, mass cure wounds
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
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
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 beginning 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
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:
  • One level of exhaustion
  • One disease or poison
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum
  • The blinded, charmed, deafened, paralyzed, petrified, or poisoned condition
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 Discord

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 hideous laughter, inflict wounds
5th knock, shatter
9th lightning bolt, stinking cloud
13th confusion, polymorph
17th animate objects, passwall
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 modifier 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 to the right 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
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
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 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
At 18th level, you can use your Havoc! ability whenever you make an attack roll or cast a spell targeting a hostile creature, without taking a rest.  

Burden of the End

The gods have seen a great cataclysm on the horizon and have 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 it is 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 their 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 guiding bolt, protection from evil and good
5th blindness/deafness, darkness
9th call lightning, counterspell
13th blight, control water
17th flame strike, insect plague
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 modifier 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
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
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
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 Mercy

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 healing word, sanctuary
5th enhance ability, lesser restoration
9th remove curse, revivify
13th death ward, freedom of movement
17th mass healing word, raise dead
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 modifier for these spells.   BALM
Also at 1st level, you can use a bonus action to restore 1 hit point to a creature within 60 feet or remove the blinded, deafened, or poisoned condition from a willing creature you touch. Once you use this feature, you must finish a short or long rest before you can use it again.   SACROSANCT SPELL
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
Beginning at 14th level, when you use your Respite 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
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. You can add this additional healing to a creature once, and regain the ability to do so for each creature when you finish a long rest.  

Burden of Rebirth

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 SPELLS
You gain burden spells at the martyr levels listed.
Martyr level Spells
3rd entangle, goodberry
5th pass without trace, spike growth
9th plant growth, speak with plants
13th conjure woodland beings, hallucinatory terrain
17th awaken, reincarnate
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 modifier 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
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.   VERDANT RESILIENCE
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 cannot 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
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 cannot do so again for 100 days.  

Burden of Revolution

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. New spells are marked with an asterisk.
Martyr level Spells
3rd command, heroism
5th hold person, magic weapon
9th haste, pillar of salt
13th stoneskin, wall of fire
17th hold monster, telepathic bond
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
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
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
By 18th level, you are the bane of despots, 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 Truth

Tasked with unveiling the world’s deceptions and delivering to the people a profound truth, martyr’s tasked with the Burden of Truth face an endless battle with the disillusionment and lies. Such a martyr must earn the peoples’ 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 charm person, identify
5th augury, detect thoughts
9th sending, speak with dead
13th divination, freedom of movement
17th legend lore, scrying
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
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
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
By 18th level, you are entrusted with glimpses of the future, allowing you to replace the roll of one attack roll, ability check, or saving throw you make with a 20. Once you use this feature, you can’t use it again until you finish a long rest.  

Burden of Tyranny

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 bane, command
5th find steed, hold person
9th bestow curse, fear
13th banishment, dominate beast
17th dominate person, geas
BONUS PROFICIENCIES
Starting at 1st level, you gain proficiency in heavy armor.   DIABOLIC ULTIMATUM
Also at 1st level, you can drive your enemies 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
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
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
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 does not 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.
LEVELPROFICIENCY BONUSFEATURESMAX SPELL LEVELSPELL USES
1st+2Mortal Burden, Ordained Death
2nd+2Spellcasting, Sainted Reprisal, Mark of the Herald1st2
3rd+2Divine Healing, Torment1st3
4th+2Ability Score Improvement1st3
5th+3Extra Attack2nd6
6th+3Mortal Burden feature2nd6
7th+3Respite2nd7
8th+3Ability Score Improvement2nd7
9th+43rd9
10th+4Undying Conviction3rd9
11th+4Torment improvement3rd10
12th+4Ability Score Improvement3rd10
13th+54th11
14th+5Mortal Burden feature4th11
15th+5March Unto Destiny4th12
16th+5Ability Score Improvement4th12
17th+65th14
18th+6Mortal Burden feature5th14
19th+6Ability Score Improvement5th15
20th+6Final Martyrdom5th15

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Hill815.

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