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Ritualist

hit dice: 1d6
hit points at 1st level: 6+ your Constitution
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Ritualist level after 1st
armor proficiencies: Robes
weapon proficiencies: Daggers, Darts, Quaterstaffs, light crossbows
tools: Ritualist Kit (Contains 2 vials of blood, 2 empty vials, 2 decaying body parts (your choice) 3 devilike herbs, and 5 ritualistic candles)
saving throws: Constitution, Intellegence
skills: Choose 2 from Charisma, Deception, Arcana, History, Religion, Medicine
starting equipment:
You start with the following items, plus anything provided by your background.

* (a) A light crossbow and 20 bolts or (b) any simple weapon

* (a) A poisoner kit or (b) 5 Basic Poison (vial)

* (a) A component pouch or (b) an arcane focus

* 2 Ritualistic Daggers
spellcasting:
RITUALISTIC CIRCLE
Once per day while taking a short rest, you may spend 10 minutes creating a ritualistic circle. In this circle you can detect any forces coming in a 100 ft radius of yourself. And you gain spell slots equal to half your proficiency bonus. The spell slot recovered can be as much as your proficiency bonus is given. (Example, 2 proficiency points will give you a 2nd level spell slot. 3 will give you a 3rd, or you may choose to have 3 level 1 spell slots replenished instead.) If you give a sacrifice to your circle, the detection radius doubles, and everyone resting in the circle may use an extra hit dice to heal.

SPELLCASTING
Sacrificing those or even yourself has opened you to the idea of ritualistic magic. Though this has many avenues, many start with blood.
As a ritualist, you have a brooding book containing all deeds needed to cast your magic. When choosing this class, your spell slots will be provided to you, (ask me, the DM)
Cantrips:
At 1st level, you know three cantrips of your choice from the Ritualist spell list. (DM will provide spells) You learn additional ritualist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ritualist table.
Brooding Book:
At first level, you know 3 first level spells from the ritualist spell list. To cast one of these ritualist spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level Destroy Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Destroy Wounds using either slot.
Preparing and Casting Spells:
You prepare the list of ritualist spells that are available for you to cast. To do so, choose a number of ritualist spells from your spellbook equal to your Intelligence modifier + your ritualist level (minimum of one spell). The spells must be of a level for which you have spell slots. (Example, if you have 16 Intelligence, and you are level 5, then you would add 5+3, meaning you can prepare 8 spells.) You may choose and replace the list of spells after every long rest.
SpellCasting Ability:
Through trial and error of your "studies," Intelligence is your main spellcasting ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier   SpellCasting Focus: You can use an arcane focus for your ritualist spells.   Ritual Improv: When casting a spell that is considered a ritual, you can spend your bonus action to speed up the process, making it take half as much time if it is a spell from a different class, or you may cast it as an action in that same turn if it is a ritualistic spell.
class features:

Ritualistic Path:

Choose a Ritualistic Path that describes your focus on magic. Throughout the seven hells knowledge has filled your mind and you will take full advantage of it. (Subclasses at bottom)
Banished Blood:
At 2nd level, you gain a blood orb pool. Whenever you hit an enemy with a basic attack or spell, you may use your reaction or bonus action to take a single blood orb once per round, no matter the number of enemies you hit. You may gain as many orbs up to your proficiency bonus +1. When the battle is finished, you may keep half of the orbs you possess; all orbs will disperse after a long rest.

Unreasonable Tradition:

2nd level ritualistic feature (enhances banished blood)
When you gain the Banished Blood feature, you get to access to the following ways to spend your blood orb(s).
Thirst for power:
When you miss a melee or spell attack, you may expend 3 blood orbs to follow up once more as the blood changes form to attack the foe. Make another attack roll and take that result.
Enhanced Ability:
When taking blood from a creature, you may spend 2 blood orbs to drink the orb, your DM will give you a trait that the creature has. (This could be in a form of ability, or physical characteristic). This effect lasts until the end of your next turn.
Knowledge through pain:
When missing an ability check, you may spend 2 blood orbs reroll the roll.
Warm Blooded:
If a damage roll dice is a 1, you may spend 2 blood orbs to reroll the damage die, you must take that result.
More more more!
If you hit more than one enemy with an AOE spell, you can spend 1 blood orb, and take up to 3 blood orbs from those hit by the AOE. This ability can only be used once per combat.
Play Nice
When using an AOE spell, or a spell that affects multiple creatures, you can spend 2 blood orbs, and target up to 5 allies you can see, they are not harmed by your spell.

Way of the Dark
At 3rd level, you may enhance your spells with your blood. You may expend a number of blood orbs, each orb will cause an extra 1d4 poison damage to your next attack. This feature levels as your progress, at 6th level it becomes a 1d6, at 8th, 1d8, at 12th, 1d10, at 17th, 1d12.
Bloody Murder:
When hitting someone with a blood orb enhanced attack, you may deal one of the following effects depending on how many orbs you expend. You can only choose 2, and can only change the choices when you level up. However, when damaging a creature with an enhanced attack, you cannot gain blood orbs from that attack.
Severe Burn:
If hitting a creature with an attack enhanced with 2 orbs or more, you may choose to have the blood burn into a bubbling poison, causing the creature to burn horrendously. Whenever their turn ends, you may instantly cast a cantrip targeted at them. This effect lasts for 3 rounds, or until the targeted creature is unconscious.
Decaying flesh:
If hitting a creature with an attack enhanced with 2 orbs or more, you may choose to have the blood soak into their skin, they may roll a Constitution saving throw, or have a disadvantage on a chosen Saving Throw for 2 rounds.
Conscious Decision:
When hitting with an attack enhanced with 3 orbs or more, you may choose to have the blood splash off the targeted creature, having blood disperse in a 10 foot area. Anyone in this area may roll a dexterity saving throw, or take damage equal to the enhanced damage. (example: if your attack was enhanced with 3 orbs, those in the area will take 3d4 poison damage). If they make the throw, they take half.
Quick Mind:
When an enemy makes a saving throw against a spell that you have enhanced with 3 or more orbs, you may choose to take off a single orbs worth of damage and subtract that number to their roll. (For example, if the damage of the orbs was 1d8 and did 5 damage, it would do no damage and take 5 off their saving throw.)

Ability Score Improvement:
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.

Ritualistic Path Feature
At 6th level, you gain a feature granted by your Ritualistic Path

Ability Score Improvement:
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.

Bloody Murder:
At 10th level, you may choose an additional Bloody Murder feature.
SubClass Feature:
Depending on your subclass, you may gain certain subclass features.

Ability Score Improvement:
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.

Ritualistic Circle Feature:
At 14th level, you gain a feature granted by your Ritualistic Circle.

Ability Score Improvement:
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.

Bloody Murder:
At 17th level, you may choose another Bloody Murder feature.

Ritualistic Circle Feature:
At 18th level, you gain a feature granted by your Ritualistic Circle.

Ability Score Improvement:
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.

At 20th level, you passively gain 1 blood orb per round, and taking a blood orb from a creature is a free action. Meaning it no longer takes your bonus or reaction.
subclass options:
Choose one and the DM will create it for you:   (First Hell) Sacrificer- Gain extra power from sacrificing those who have fallen on the field   (Second Hell) Revivalist- Focuses on reviving, healing, and corrupting enemies or allies.   (Third Hell) Self-Mutilation- Harm yourself to cause great harm or healing to creatures   (Fifth Hell) Black-Blooded- Slowly harm foes as they continue to live on.   (Sixth Hell) BloodBound- Bound your enemy's blood to your Will, debuffing and slowing enemies.

Created by

Golden_Hephaestus.

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