VSS
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.
LEVEL | PROFICIENCY BONUS | FEATURES | MAX SPELL LEVEL | SPELL USES |
---|
1st | +2 | Mortal Burden, Ordained Death | — | — |
2nd | +2 | Spellcasting, Sainted Reprisal, Mark of the Herald | 1st | 2 |
3rd | +2 | Divine Healing, Torment | 1st | 3 |
4th | +2 | Ability Score Improvement | 1st | 3 |
5th | +3 | Extra Attack | 2nd | 6 |
6th | +3 | Mortal Burden feature | 2nd | 6 |
7th | +3 | Respite | 2nd | 7 |
8th | +3 | Ability Score Improvement | 2nd | 7 |
9th | +4 | — | 3rd | 9 |
10th | +4 | Undying Conviction | 3rd | 9 |
11th | +4 | Torment improvement | 3rd | 10 |
12th | +4 | Ability Score Improvement | 3rd | 10 |
13th | +5 | — | 4th | 11 |
14th | +5 | Mortal Burden feature | 4th | 11 |
15th | +5 | March Unto Destiny | 4th | 12 |
16th | +5 | Ability Score Improvement | 4th | 12 |
17th | +6 | — | 5th | 14 |
18th | +6 | Mortal Burden feature | 5th | 14 |
19th | +6 | Ability Score Improvement | 5th | 15 |
20th | +6 | Final Martyrdom | 5th | 15 |