Maleficar
Lit by her fiery blade, a gaunt, robed tiefling strides forward, ink-black blood dripping from her pallid hands. With grim certainty, she lays into the orc raiders. With a flash of steel and the howl of dark magic, the orc chief lies drained and lifeless at her feet. Cloaked in shadow, she weaves deftly between orcish blades, and one by one they fall in turn.
Steel clad, a man – bloodied and broken – collapses in the snow. Above him, the ice devil's exultant scream is cut short by the ghostly form which rises from his body, silver warhammer in hand. Unphased by ice and claw, the spirit delivers blow after crushing blow, pushing the devil back through the crimson snow.
Wreathed in tendrils of scarlet magic, a grizzled blue dragonborn holds a orb of etched malachite, gazing intently into the orb's luminous heart. Matte black eyes close as their sight turns to times long past, where a smiling, robed man holds the glowing orb as he leaves a flaming village behind him.
Bound unto darkness through forbidden magic and ancient alchemy, maleficar are deadly warriors who wield a baleful combination of blood magic and eldritch secrets. Some seek vengeance or power, while others hunt the monsters, witches, and abominations which threaten the innocent. They are bound together by neither creed nor cause, united only by their reclusive orders, and the resolve to bend dark forces to their purposes.
Wielders of Forgotten Magicks
Maleficar are defined by the Raven's Bane, a deadly draught created through the union of blood magic and vile alchemy. The Raven's Bane taints their blood and soul, binding supernatural forces to their very essence. Though the Raven's Bane kills many aspirants in the Becoming – the ritual joining of the maleficar orders – those who survive it gain fell powers, and a disturbing ability to survive mortal wounds.
Though created through an ancient and near-forgotten formula, the Raven's Bane is unique to each maleficar, as it requires blood or essence of great magical power. Some steal the blood of celestials to usurp the power of the heavens, while others distill the essence of powerful spirits, or use freely given and instilled with power through an eldritch pact. Beyond training or study, a maleficar's power comes from mastery of the supernatural essence with which they have infused their being, and such mastery can be achieved only through overwhelming force of will.
Seekers in Darkness
One does not become a maleficar without ironclad conviction, and a willingness to make sacrifices for power. Whether they seek ancient magicks and forbidden lore, or hunt the terrible creatures which lurk in the shadows, maleficar are always drawn to the darkest dungeons and forgotten corners of the world. Inevitably, the path they walk is one of exploration and constant danger.
Maleficar are often drawn into adventure by the pursuit of the mystical blood or alchemical secrets needed to create their Raven's Bane, for such things are rarely found within the safety of civilization. Success means infusing their lifeblood with the toxic Raven's Bane in the harrowing ritual of Becoming – and ghastly deaths await those without the strength of character to resist the world's darkest evils.
Those who succeed are forever separated from the common folk, for the blood of supernatural beings flows in their veins, and esoteric alchemy has bound their essence to the shadows. In this separation, however, maleficar often find kindred spirits in other adventurers with the will to fight. They forge a bond of purpose with such companions, even those whose purity or righteousness might be at odds with the maleficar's darkness.
Creating a Maleficar
The most important aspect of a maleficar character is the nature of their Raven's Bane, as each maleficar order uses different blood or a different process in the creation of their Raven's Bane. Although you do not partake of the Raven's Bane until you reach 3rd level, you will align yourself with one of the orders when you create your character. Whether you are an initiate of an order is up to you, and your choice of order may indicate only the path your character will walk as a maleficar. How does your character feel about the path they walk, and the blood they seek? What lead them to this, and why did they choose to bind themselves to the essence of a particular entity? Do you already have the blood you seek, or are you still seeking the right entity from which to take it?
Consider also how your character received their training with both weapons and magic. Are they a zealous hunter raised by an ancient order of maleficar, sworn to destroy evil? Are they a wounded soul, alone but grasping for the power to avenge the wrongs against them? Are they the hesitant student of a lone mentor, taught the traditions and duties of an order which may no longer exist? Are you an explorer or scholar who uncovered ancient and forbidden secrets, and couldn't turn away from the dark powers they promised?
How do you feel about the grim path you walk? Do you revel in the cruel magicks you wield, turning them on foes with delight? Do you revile the powers you've gained, using them only to serve those causes which you cannot abandon? Do you regret the path you've chosen, seeking redemption by using them to better the world? Are the blood magic and dark powers of the maleficar a means to an end, or is power itself the end you seek?
Purpose
Rarely does an individual become a maleficar without a desperate cause or overwhelming desire which shapes their actions. For some this is a personal ambition or vendetta, while others seek to uphold the ways of their order or serve as a bulwark against evil.
What drives your character to delve into dark magic and embrace dark forces? If you haven't given this much thought, take a moment to consider it, as a maleficar's purpose will often guide their choices and behavior.
Purpose
| d6 | Purpose |
|---|---|
| 1 | Last heir to an ancient family of maleficar, you alone uphold their legacy |
| 2 | You suffered a terrible loss, and you'll pay any price to destroy the monster responsible. |
| 3 | The knowledge of the ancients must be reclaimed, no matter what terrible truths it reveals. |
| 4 | Raised by a maleficar order, you follow their traditions and ardently serve their cause. |
| 5 | Prophecies foretell your doom, but the Raven's Bane might break the shackles of fate. |
| 6 | You have sworn to purge the world of evil, and your own soul would be a small price to pay. |
Dark Magick
Though all maleficar master certain ritual blood magic, there is no limit to the dark secrets and strange powers they explore. Maleficar use whatever forces they can wield, and have harnessed many old or unnatural forms of magic through sheer willpower.
Consider how your maleficar learned magic, and what it means to them. What does their magic look and sound like, and how do others react to it?
| d6 | Dark Magick |
|---|---|
| 1 | Blood Magic: You have mastered the magic of the maleficar, sacrificing your own lifeblood for power. |
| 2 | Eldritch Forces: You have uncovered strange and unnatural powers are incomprehensible to arcanists. |
| 3 | Forbidden Arcana: Mastery of forgotten secrets has let you bend conventional magic to your will. |
| 4 | Black Arts: Ancient and foul, this magic drains life from the world or draws power from purest evil. |
| 5 | Witchcraft: This archaic magic allows you primeval command of the world around you. |
| 6 | Eclectic: Practical or desperate, you draw from many sources and traditions, twisting together clashing powers to suit your needs. |
Manifestation
Once a maleficar has taken the Raven's Bane, the otherworldly essence flowing through their veins often creates a manifestation, the nature of which depends on the blood used in their Raven's Bane. Harsh divine fury might blaze in the eyes of a Sacred Blood initiate, while a Mortal Wraith adherent's motions might be traced by ghostly echoes.
Consider how subtle or conspicuous you want your manifestation to be, and how it represents the supernatural blood which infuses your maleficar.
| d6 | Manifestation |
|---|---|
| 1 | Your appearance changes, perhaps your flesh becomes translucent, or your eyes turn ink-black. |
| 2 | Your body is transformed. You could develop horns, scales, feathers, cloven hooves, or a third eye. |
| 3 | Only your blood is altered – it might become a silvery ethereal essence, or liquid golden radiance. |
| 4 | You radiate a spiritual aura, perhaps of dread, awe, righteous fury, or terrible wrongness. |
| 5 | An illusory effect follows you – your footprints might smolder, or a faint halo of light adorn you. |
| 6 | Your passage affects the world. Grass might blacken and wilt, or flowers and thorns flourish in your wake. |
Quick Build
You can make a maleficar quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the soldier or haunted one background (CoS 209).
Class Features
As a maleficar, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per maleficar level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5 + your Constitution modifier per maleficar level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple and martial weapons
- Tools: Alchemist’s supplies
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Intimidation, Investigation, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a hand crossbow and 20 bolts or (b) four javelins
- (a) an explorer's pack or (b) a monster hunter's pack (CoS pg. 209)
Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.
Maleficar
| Level | Proficiency Bonus | Crimson Rite | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | 1d4 | Maleficar Order, Crimson Rite, Wisdom of the Orders | — | — | — | — |
| 2nd | +2 | 1d4 | Fighting Style, Dark Magic, Mystic Rites | 2 | 2 | 1 | 1st |
| 3rd | +2 | 1d4 | Raven’s Bane, Order feature | 2 | 3 | 1 | 1st |
| 4th | +2 | 1d4 | Ability Score Improvement | 2 | 3 | 1 | 1st |
| 5th | +3 | 1d6 | Extra Attack | 2 | 4 | 2 | 2nd |
| 6th | +3 | 1d6 | Fell Agility | 2 | 4 | 2 | 2nd |
| 7th | +3 | 1d6 | Order feature, Grim Psychometry | 3 | 5 | 2 | 2nd |
| 8th | +3 | 1d6 | Ability Score Improvement | 3 | 5 | 2 | 2nd |
| 9th | +4 | 1d6 | ─ | 3 | 6 | 2 | 3rd |
| 10th | +4 | 1d6 | Order feature | 3 | 6 | 2 | 3rd |
| 11th | +4 | 1d8 | War Magic | 3 | 7 | 2 | 3rd |
| 12th | +4 | 1d8 | Ability Score Improvement | 3 | 7 | 2 | 3rd |
| 13th | +5 | 1d8 | ─ | 3 | 8 | 2 | 4th |
| 14th | +5 | 1d8 | Order feature | 3 | 8 | 2 | 4th |
| 15th | +5 | 1d8 | Crimson Soul | 3 | 9 | 2 | 4th |
| 16th | +5 | 1d8 | Ability Score Improvement | 3 | 9 | 2 | 4th |
| 17th | +6 | 1d10 | ─ | 3 | 10 | 2 | 5th |
| 18th | +6 | 1d10 | Order feature | 3 | 10 | 2 | 5th |
| 19th | +6 | 1d10 | Ability Score Improvement | 4 | 11 | 2 | 5th |
| 20th | +6 | 1d10 | Forgotten Arts | 4 | 11 | 3 | 5th |
Maleficar Order
At 1st level, you align with a cabalistic order of maleficar: Order of the Blighted Bane, Order of the Crimson Pact, Order of the Mortal Wraith, or Order of the Sacred Blood, all detailed at the end of the class description. Your order grants you features at 1st level, and again at 3rd, 7th, 10th, 14th, and 18th level.
Crimson Rite
At 1st level, you have bound your lifeblood in a rite of blood magic, which you can invoke upon your weapons. You learn one Primal Rite of your choice from the list below.
As a bonus action, you can activate a known rite on up to two weapons until your next short or long rest. While active, attacks from these weapons deal an additional 1d4 damage of a type based on your rite. This die changes as you gain maleficar levels, as shown in the Crimson Rite column of the Maleficar table. Damage dealt by magical weapons with an active rite changes to the same type as your Crimson Rite, except for bludgeoning, piercing, and slashing damage.
You can have active rites on two weapons at once, and a weapon can only have one active rite. You can transfer an active rite from one weapon to another as a bonus action. While not in your hand, a weapon with an active rite temporarily loses the rite’s effects. If a weapon with an active rite is thrown, the rite loses its effects immediately after the attack is resolved.
You learn an additional Primal Rite at 5th and 9th level. You learn an Esoteric Rite at 13th level.
Primal Rites
Choose from the following:
- Rite of Flame. Your rite deals fire damage.
- Rite of Frost. Your rite deals cold damage.
- Rite of Storm. Your rite deals lightning damage.
Esoteric Rites
Choose from the following:
- Rite of Harrowing. Your rite’s damage type is psychic.
- Rite of Thundering. Your rite’s damage type is thunder.
- Rite of Withering. Your rite’s damage type is necrotic.
Wisdom of the Orders
Also at 1st level, you are studied in the lore of the maleficar, and have specialized knowledge of certain types of creatures.
Choose one of the following creature types: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, and undead. You cannot be surprised by creatures of that type. Additionally, your intense study of your chosen creatures grants you advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. You choose an additional creature type at 5th, 9th, 13th, and 17th level.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dark Magic
At 2nd level, you can harness arcane power through powerful dark magic. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the maleficar spell list.
Cantrips
You learn two cantrips of your choice from the maleficar spell list. You learn additional maleficar cantrips of your choice at 7th and 19th level.
Spell Slots
The Maleficar table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your maleficar spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the maleficar spell list.
The Spells Known column of the Maleficar table shows when you learn more maleficar spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new maleficar spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the maleficar spells you know and replace it with another spell from the maleficar spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your maleficar spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a maleficar spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your maleficar spells.
Mystic Rites
Beginning at 2nd level, your weapon is a channel for your dark magic. While it has an active rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your spells.
Raven’s Bane
Beginning at 3rd level, you have imbibed the Raven’s Bane of your order — a toxic concoction of blood magic and forbidden alchemy — and survived, forever changing your very essence.
You gain darkvision out to 30 feet. If you already have darkvision, its range increases by 30 feet instead. You are proficient in death saving throws, and if the result of a death saving throw you make is 20 or higher you regain 1 hit point.
At 11th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a short or long rest.
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.
Fell Agility
Upon reaching 6th level, your power over the Raven’s Bane strengthens, granting you unnatural swiftness on the battlefield. Your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.
Grim Psychometry
When you reach 7th level, you can take 10 minutes to meditate on an object or location and draw upon the power of the Raven’s Bane to sense lingering signs of evil. Make a Charisma ability check. In the form of visions and whispers, you gain vague hints about the following: If the object or location has an evil purpose or nature, or was surrounded by dark events in the past. The information you gain can be cryptic and unclear, but not false. You sense nothing if an object or location is untouched by evil, or if you have used this feature on it previously. Once you use this feature, you can’t use it again until you finish a short or long rest.
War Magic
Beginning at 11th level, when you use your action to cast a cantrip, you can make a weapon attack as a bonus action.
Crimson Soul
When you reach 15th level, the power of your blood rite wards you from harm. You can add your Crimson Rite die to all of your saving throws.
Forgotten Arts
Upon reaching 20th level, you have mastered the dark magic of the Maleficar. When you use the Attack action or the Cast a Spell action to cast a cantrip, you can cast a maleficar spell of 1st level or higher as a bonus action.
Maleficar Orders
There are a handful of secretive orders of maleficar that guard the ancient techniques and blasphemous rituals of the Raven’s Bane. Each order has perfected a variation of the Raven’s Bane concoction, each using a different kind of powerful blood. These small sects of maleficar pass on the training and dark magic to control and exploit the potential of the Raven’s Bane. They guard their secrets carefully, and even beginning to walk the path of the maleficar requires one to prove their worth and determination.
Order of the Blighted Bane
The Order of the Blighted Bane is the least known and fewest in number of the maleficar orders. They are known as inkbloods, and draw their unnatural powers from an ancient and corrupted Raven’s Bane formula. The origin of this blighted alchemy is unknown, but its vile essence is passed from mentor to student, for the inkbloods’ Raven’s Bane uses the blackened blood of their own. The inkbloods are scholastic, seeking to preserve ancient knowledge and master the elder powers of the world.
Inkblood Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a maleficar spell for you, but it doesn't count against the number of maleficar spells you know.
| Maleficar Level | Spell |
|---|---|
| 2nd | Arms of Hadar |
| 5th | Darkness |
| 9th | Haste |
| 13th | Shadow of Moil |
| 17th | Circle of Power |
Ancient Lore
At 1st level, you gain proficiency in History.
Corrupted Bane
Beginning at 3rd level, your Raven’s Bane has ravaged your body, yet infused it with incredible vigor. Your hit point maximum increases by 4, and your maleficar hit dice become d10s. When you gain a maleficar level, you use the following formula to determine the hit points you gain: 1d10 (or 6) + your Constitution modifier per maleficar level after 3rd.
Raven Shroud
Also at 3rd level, your black ichor forms a protective veil against attacks. Regardless of the armor you are wearing, your AC cannot be reduced below 10 + your Charisma modifier + your proficiency bonus. AC bonuses from class features, spells, shields, and magic items can be added to this AC, with the exception of AC bonuses from magic armor.
Blackened Mind
Upon reaching 7th level, your corrupted blood grants your mind unnatural strength. You gain proficiency in Intelligence and Charisma saving throws. Additionally, you gain a bonus to Intelligence and Wisdom ability checks equal to half your Charisma modifier.
Blighted Flesh
Beginning at 10th level, the Raven’s Bane has spread throughout your flesh, granting aberrant resilience. All damage you take is reduced by 2, and you gain proficiency in Constitution saving throws.
Living Scourge
At 14th level, your body has embraced the Raven’s Bane, and begins to move on its own in response to danger. You gain proficiency in Dexterity saving throws. Additionally, you can give yourself a bonus to initiative rolls equal to your Charisma modifier, and you cannot be surprised.
Blighted Soul
At 18th level, the corruption in your blood has tainted your soul. As a bonus action you can cause magical darkness to spill from your flesh. The darkness spreads in a 5 or 10 foot radius (your choice). You can alter the radius or end the effect as a bonus action. When a hostile creature enters the darkness for the first time on a turn or starts its turn there, it takes necrotic damage equal to your Charisma modifier.
Additionally, you can see in magical darkness as if it were dim light.
Order of the Crimson Pact
The Order of the Crimson Pact is an outlier among the maleficar orders, for they forge a pact with a powerful entity, and it infuses the mortal blood of their Raven’s Bane with eldritch energy. Called Pactbinders, they have far less in common than members of other orders, for they are bound together by their methods instead of their blood. Though many seek to further the power of their magic, the Pactbinders are less unified than the other maleficar orders, which generally see them as a strange and motley group.
Pactbinder Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a maleficar spell for you, but it doesn't count against the number of maleficar spells you know.
| Maleficar Level | Spell |
|---|---|
| 2nd | Find Familiar |
| 5th | Augury |
| 9th | Spirit Guardians |
| 13th | Banishment |
| 17th | Planar Binding |
Eldritch Lore
At 1st level, you gain proficiency in Arcana
Otherworldly Patron
When you reach 3rd level, you have made a pact with a powerful otherworldly being in exchange for the eldritch power which now runs in your veins. Choose the Archfey, the Fiend, or the Great Old One, each detailed in the warlock section of the Player's Handbook, the Undying in the Sword Coast Adventurer’s Guide, or the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice affects some of your order features.
Blood Pact
Beginning at 3rd level, the eldritch power in your blood allows you to cast a spell without expending a spell slot. The spell is based on your pact, and is considered a maleficar spell for you when you cast it this way.
- The Archfey. You can cast ensnaring strike.
- The Celestial. You can cast bless.
- The Fiend. You can cast hellish rebuke.
- The Great Old One. You can cast dissonant whispers.
- The Hexblade. You can cast wrathful smite.
- The Undying. You can cast bane.
Once you use this feature, you can’t do so again until you finish a long rest.
Draining Rite
Also at 3rd level, the eldritch energy of your Raven’s Bane drains the vitality of your enemies through your crimson rites. Once per round when you deal rite damage to a creature, you can gain temporary hit points equal to the rite damage dealt.
Revealed Arcana
At 7th level, channeling your Raven’s Bane allows you to cast a spell without expending a spell slot. The spell is based on your pact, and is considered a maleficar spell for you when you cast it this way.
- The Archfey. You can cast blur.
- The Celestial. You can cast lesser restoration.
- The Fiend. You can cast scorching ray.
- The Great Old One. You can cast detect thoughts.
- The Hexblade. You can cast branding smite.
- The Undying. You can cast blindness/deafness.
Once you use this feature, you can’t do so again until you finish a long rest.
Crimson Channel
At 10th level, you can temporarily infuse your rite with the seed of a powerful spell. As an action while you have an active rite, you can imbue it with a maleficar spell you can cast. When you deal rite damage to a creature, you can cast the imbued spell on that creature without using an action. All spell attack rolls for the imbued spell hit automatically, and the target has disadvantage on its initial saving throw against the spell. Area spells originate from the target’s space. Only one spell can be imbued at a time, and it is lost if your rite fades.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses when you finish a long rest.
Unsealed Arcana
At 14th level, mastery of your Raven’s Bane allows you to cast a spell without using a spell slot. The spell is based on your pact, and is considered a maleficar spell for you when you cast it this way.
- The Archfey. You can cast slow.
- The Celestial. You can cast revivify.
- The Fiend. You can cast fireball.
- The Great Old One. You can cast haste.
- The Hexblade. You can cast blink.
- The Undying. You can cast spirit guardians.
Once you use this feature, you can’t do so again until you finish a long rest.
Soul Syphon
When you reach 18th level, you learn to drain the essence of powerful foes to bolster your dark magic. When you reduce a creature of CR 1/2 or higher to 0 hit points and kill it, you can recover an expended maleficar spell slot. You can use this feature twice, and regain all expended uses when you finish a long rest.
Order of the Mortal Wraith
The Order of the Mortal Wraith is one of the younger maleficar orders, and often unsettling to commoners. Titled wraithwalkers, they use the ectoplasmic essence of ethereal entities and even the spirits of the dead, and become ghostlike shades. They commune with ethereal spirits, and exorcise the malevolent entities they encounter, making them popular among commoners despite their strange ways. Though the other orders consider them odd, the wraithwalkers have earned a measure of respect for the unity and devotion of their order.
Wraithwalker Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a maleficar spell for you, but it doesn't count against the number of maleficar spells you know.
| Maleficar Level | Spell |
|---|---|
| 2nd | Unseen Servant |
| 5th | See Invisibility |
| 9th | Speak with Dead |
| 13th | Banishment |
| 17th | Contact Other Plane |
Spiritual Lore
At 1st level, you gain proficiency in Religion.
Ethereal Elusion
Beginning at 3rd level, you can slip partially through the ethereal plane to evade harm. When a creature you can see makes an attack against you, you can inflict disadvantage on the attack roll as a reaction. If the attack hits, you have resistance to its damage.
You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.
Wraithwalk
Upon reaching 7th level, you’ve learned to briefly step into the border ethereal. As a bonus action you become ethereal until the end of your next turn. While you are ethereal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this effect ends you are pushed to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Ethereal Predator
Starting at 10th level, your weapons can reach through the ethereal plane to strike your enemies. While you are ethereal, you deal half damage when you miss with a weapon attack.
Additionally, you regain a use of Wraithwalk when you score a critical hit, and can immediately use Wraithwalk without using a bonus action.
Ghost Watcher
At 14th level, you can see into the Ethereal Plane and see invisible creatures and objects within 30 feet.
Immortal Spirit
At 18th level, when you are reduced to 0 hit points your soul can emerge to fight on. Your body remains unconscious and subject to death saving throws. At the start of your next turn, you manifest a spirit form in your space which wields your weapons. It is under your control, acts on your turn, and uses your statistics and abilities. It is immune to cold, necrotic, and non-magical weapon damage, and can move through creatures and objects as if they were difficult terrain.
Your spirit form lasts for a number of rounds equal to your Charisma modifier. If your spirit form takes any damage, is more than 120 feet from your body at the end of your turn, your body dies, or you regain any hit points, it vanishes and drops your weapons in its space.
Order of the Sacred Blood
The Order of the Sacred Blood is by far the best known and most accepted of the maleficar orders. They call themselves lightbearers, and draw their radiant magic from the celestial blood used in their Raven’s Bane, usurping the power of the heavens through blood magic. Though many maleficar consider this far fouler and bending evil powers to their will, the lightbearers call it a holy sacrament, one which confers a sacred duty to purge all creatures of darkness from the world.
Lightbearer Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a maleficar spell for you, but it doesn't count against the number of maleficar spells you know.
| Maleficar Level | Spell |
|---|---|
| 2nd | Healing Word |
| 5th | Lesser Restoration |
| 9th | Mass Healing Word |
| 13th | Aura of Life |
| 17th | Greater Restoration |
Celestial Lore
At 1st level, you gain proficiency in Religion.
Rite of the Dawn
At 3rd level, you learn the esoteric Rite of the Dawn, which deals radiant damage.
Cleansing Light
Also at 3rd level, your righteous strikes surround you with an aura of blazing radiance. Once on your turn when you deal radiant damage, you can cause creatures of your choice within 5 feet of you to take radiant damage equal to your crimson rite die. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses when you finish a long rest.
Righteous Crusader
Beginning at 7th level, you fear no evil. You have advantage on saving throws to avoid being frightened.
If you succeed on a saving throw to avoid being frightened, you can gain temporary hit points equal to your level. Once you use this feature, you can’t use it again until you finish a long rest.
Divine Wrath
Upon reaching 10th level, you channel the fury of the heavens through your blood rite. When you hit a creature with a weapon attack, you can deal additional radiant damage equal to your Charisma modifier (minimum of +1) if that weapon has an active rite.
Hallowed Protector
At 14th level, your allies are graced by the same heavenly light which burns your foes. When you use your Cleansing Light feature, friendly creatures within 5 feet can make a saving throw against the frightened condition or any spell which is affecting them, ending the effect on a success.
Anointed Soul
At 18th level, using a bonus action, you can manifest a pair of radiant angelic wings from your back. While the wings are present, you have a flying speed equal to your current walking speed. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Additionally, your Cleansing Light and Hallowed Protector features can affect creatures within 10 feet.
Maleficar Spells
Cantrips (0 Level)
- Blade Ward
- Booming Blade
- Chill Touch
- Eldritch Blast
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Mage Hand
- Minor Illusion
- Poison Spray
- Toll the Dead
- True Strike
1st Level
- Absorb Elements
- Armor of Agathys
- Bane
- Cause Fear
- Charm Person
- Comprehend Languages
- Detect Magic
- Disguise Self
- Dissonant Whispers
- Expeditious Retreat
- Hellish Rebuke
- Hex
- Jump
- Protection from Evil and Good
- Zephyr Strike
2nd Level
- Blindness/Deafness
- Blur
- Detect Thoughts
- Earthbind
- Hold Person
- Invisibility
- Magic Weapon
- Mind Spike
- Mirror Image
- Misty Step
- Scorching Ray
- Shadow Blade
- Spider Climb
- Suggestion
3rd Level
- Bestow Curse
- Blink
- Counterspell
- Enemies Abound
- Fear
- Gaseous Form
- Hypnotic Pattern
- Life Transference
- Magic Circle
- Melf's Minute Meteors
- Remove Curse
- Summon Lesser Demons
- Thunder Step
- Vampiric Touch
4th Level
- Blight
- Charm Monster
- Dimension Door
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Summon Greater Demon
5th Level
- Dominate Person
- Enervation
- Far Step
- Hold Monster
- Immolation
- Infernal Calling
- Legend Lore
- Scrying
- Steel Wind Strike
- Synaptic Static
Maleficar Multiclassing
If you wish to multiclass into a maleficar, the prerequisites and proficiencies gained are listed below.
Maleficar Multiclassing Prerequisites
| Ability Score Minimum |
|---|
| Strength or Dexterity 13, and Charisma 13 |
Maleficar Multiclassing Proficiencies
| Proficiencies gained |
|---|
| Light armor, medium armor, shields, simple weapons, martial weapons, alchemical supplies |
Maleficar Multiclassing with Warlock
If multiclassing with maleficar and warlock levels, add half of your maleficar levels (rounded down) to your warlock level and consult the warlock progression table (PHB 106) for total Spell Slots and Spell Slot Level.
Credits
The Maleficar class is made by Brendan McLaughlin (/u/Veravizio). It was inspired by and reworks some features from Matthew Mercer's Blood Hunter, and would not have existed without it.
The “Maleficar” is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was made and formatted using GMBinder, and the artwork was edited in photoshop, with the watercolor effects courtesy of mcbadshoes' "Watercolor Brushes."
Art Credits
Tiefling, by Matias Trabold Rehren
q sktch, by Yuri Hill
Cover art, by Mads Ahm
sketch, by Crystal Graziano
Seltyiel, pathfinder iconic, by Kaj Driesen
Vampire Knight, by Young June Choi