My Documents
Support GM Binder!
## Path of the Flagellant A flagellant knows the vile stink of evil and what it can do as they themselves are born from it. Most, if not all, were evildoers most foul. In their lifetime they perhaps met their fate at the hands of a righteous champion of good who spared their life if they made amends. Or they were raised as a ruthless killer by a warring tribe, seeking to save their soul after an altruistic act of kindness from a stranger. Not all creatures of the dark repent after such an encounter but the ones that truly wish to atone for what they did are to be reckoned with. Scouring to cleanse the land of the evil they once were in a lifetime of penance, their acts awaken in these wretched men and women an almost divine perseverance. They are generally regarded with a toxic mixture of fear, awe and disgust. The power they draw from martyrdom is as effective as it is unsettling. In one moment they are silently bearing the burden of others. The next they are a conduit of terrible wrath. A whirlwind of steel and madness, locked in perpetual battle with the enemy and their own soul. ### Envoy of Sacrifice Starting at 3rd level, as a reaction when an ally within 5 feet is Blinded, Deafened, Paralyzed, Poisoned, Stunned, or affected by a disease or poison, you can take these conditions on yourself. As a part of your reaction you can make the saving throw instead of the target, if a saving throw applies. If you succeed on this throw the condition does not affect you. If you fail, the condition affects you like normal. You cannot endure a condition that is permanent and you cannot stack conditions. You can use this feature a number of times equal to your Constitution modifier. After finishing a long rest you regain all uses. At 6th level, you can choose to suffer any damage an ally takes. This damage cannot be reduced in any way. \columnbreak
### Bloodletting Also at 3rd level, as an action, You can end one disease or condition afflicting you by bloodletting. The condition can be blinded, deafened, or poisoned. You cannot use this feature again until you complete a long rest. ### Sanguine Reckoning You revel in the extreme emotions pain brings you and at 6th level a spark of insane enjoyment pushes you forward on the battlefield. When you lose your barbarian level in hit points when you are raging you can use your reaction to either make a single melee attack or move up to half your speed towards a hostile creature you can see. ### Shared Burden Starting at 10th level, as an action, you can share your burdens with a creature. If you are blinded, deafened, poisoned, stunned, or affected by a disease or poison you can choose to transfer these afflictions to a creature you hit with a melee attack. The creature must make a Constitution saving throw with a DC of 8 + your Constitution modifier + your proficiency modifier. If it fails the condition affecting you now affects that creature as well. You cannot use this feature again until you complete a short or long rest. ### Endure At 14th level, when an enemy casts a spell and targets an allied creature within 5 feet of you, you can use your reaction to try to absorb the spell. You make a Constitution ability check. The DC equals 10 + the spell’s level. On a success, the spell doesn't affect you or the target. If you fail, the spell affects you instead of the target. Once you use this ability, you can’t use it again until you finish a short or long rest.