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# 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 strange magic, a grizzled blue dragonborn holds an 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. \columnbreak Bound unto darkness through forbidden magic and ancient alchemy, maleficar are deadly warriors who wield a ghastly combination of dark magic and baleful energies. 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 own ends. ### Wielders of Forgotten Magicks Maleficar are defined by the Raven's Bane, a deadly draught of strange alchemy and dark magic which alters their blood and soul, binding supernatural power to their very essence. Created through an ancient and near-forgotten formula, the Raven's Bane requires the blood of a maleficar and the unique darkness it bears, and the blood or essence of a powerful supernatural being – be it a celestial, spirit, devil, or something stranger. Though the Raven's Bane kills many aspirants in the Becoming – the ritual joining of the maleficar orders – those who survive gain an unnatural resistance to both mortal wounds and the ravages of time. But before a maleficar brews their Raven's Bane, they must master one of the Baleful Rites. The deadliest weapons of the maleficar, these ancient rites bind primal forces to their will, sheathing their blades in frost, lightning, and flame. Completing one of the Baleful Rites requires arduous training and a hardened will, but marks an aspirant worthy and capable of puruisng the Raven's Bane. The few who truly master the Baleful Rites might someday learn to channel such primal forces through their very flesh. ### Seekers in Darkness One does not become a maleficar without unshakable conviction and a willingness to sacrifice for power. Whether they seek ancient magicks and forbidden lore, or hunt the terrible creatures which stalk the shadows, maleficar are always drawn to dark dungeons, lost ruins, and long forgotten mysteries. Inevitably, the path they walk is one of exploration and terrible danger. Maleficar are often drawn into adventure in pursuit of the mystical blood or alchemical secrets needed to brew 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 overcome this trial. 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 unto shadow. In this separation, however, maleficar often find kindred spirits in other adventurers with the will to forge their own paths. They form a bond of purpose with such companions, even those whose purity or righteousness might be at odds with the darkness of the maleficar. \pagebreak
### Creating a Maleficar When you create a maleficar character, you should consider the nature of their Raven's Bane. Although you do not partake of the Raven's Bane until you reach 3rd level, plan ahead for that choice by reading about the orders of maleficar, as each uses a different supernatural blood or process to create their Raven's Bane. Your choice determines what type of maleficar you are, but whether you are an initiate of an order or an unusual outcast is up to you. Consider how your character feels becoming a maleficar. What lead them to this, and why do they seek the blood or essence of a particular creature? Do they perhaps already have the blood they seek, or are they still seeking the right entity from which to take it? Think about how your character was trained 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? Though maleficar wield strange and dark powers, most are not truly evil. 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? Or do you regret the path you've chosen, seeking redemption by using them to better the world? Are the ancient magic and dark powers of the maleficar a means to an end, or is power itself the end you seek? \columnbreak ### Purpose Mastering the supernatural powers of the maleficar requires an overwhelming force of will rarely found in those without a desperate cause or overwhelming desire which shapes their destiny. 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 are sworn to purge the world of evil, and your own soul is a small price to pay. |
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### Dark Magick Though all maleficar master ancient rites of primal 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: Through mastery of grim blood magic you draw power from your own life force. | | 2 | Eldritch Forces: Incomprehensible to arcanists, you have wield strange and unnatural powers | | 3 | Forbidden Arcana: Long forgotten teachings 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 supernatural manifestation, the nature of which depends on the blood used by their order. The harsh light of divine fury might blaze in the eyes of a Sacred Blood maleficar, while ghostly echoes might trace every motion of a Mortal Wraith adherent. 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 ichor, 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). \columnbreak ## 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:** Wisdom, Charisma - **Skills:** Choose two from Athletics, Acrobatics, Arcana, History, Insight, Intimidation, Investigation, and Stealth. #### 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 scholar's pack Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.
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##### Maleficar | Level | Proficiency Bonus | Features | Baleful Rite | Spells Known | Spell Slots | Slot Level | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 1st | +2 | Baleful Rite, Maleficar Lore | 1d4 | — | — | — | | 2nd | +2 | Fighting Style, Dark Magic | 1d4 | 2 | 1 | 1st | | 3rd | +2 | Raven’s Bane, Maleficar Order | 1d4 | 3 | 2 | 1st | | 4th | +2 | Ability Score Improvement | 1d4 | 3 | 2 | 1st | | 5th | +3 | Extra Attack | 1d6 | 4 | 2 | 2nd | | 6th | +3 | Defensive Style, Maleficar Lore | 1d6 | 4 | 2 | 2nd | | 7th | +3 | Order feature | 1d6 | 5 | 2 | 2nd | | 8th | +3 | Ability Score Improvement | 1d6 | 5 | 2 | 2nd | | 9th | +4 | ─ | 1d6 | 6 | 2 | 3rd | | 10th | +4 | Order feature | 1d6 | 6 | 2 | 3rd | | 11th | +4 | Baleful Mantle | 1d8 | 7 | 2 | 3rd | | 12th | +4 | Ability Score Improvement | 1d8 | 7 | 2 | 3rd | | 13th | +5 | ─ | 1d8 | 8 | 2 | 4th | | 14th | +5 | Order feature | 1d8 | 8 | 2 | 4th | | 15th | +5 | Raven's Heart | 1d8 | 9 | 2 | 4th | | 16th | +5 | Ability Score Improvement | 1d8 | 9 | 2 | 4th | | 17th | +6 | ─ | 1d10 | 10 | 2 | 5th | | 18th | +6 | Order feature | 1d10 | 10 | 2 | 5th | | 19th | +6 | Ability Score Improvement | 1d10 | 11 | 2 | 5th | | 20th | +6 | Forgotten Arts | 1d10 | 11 | 3 | 5th |
### Baleful Rite At 1st level, you have bound a primal force to your command through an ancient rite. You learn one Primal Rite of your choice from the list below. Once per turn when you hit with a weapon attack, you can choose one Primal or Esoteric Rite you know and deal an additional 1d4 damage of that rite's damage type. This die changes as you gain maleficar levels, as shown in the Baleful Rite column of the Maleficar table. At 5th level, you can use this feature twice per turn. You learn an additional Primal Rite at 5th and 9th level, and at 13th level you learn an Esoteric Rite. #### Primal Rites ___ - **Rite of Flame.** Your rite damage type is fire damage. - **Rite of Frost.** Your rite damage type is cold damage. - **Rite of Storm.** Your rite damage type is lightning damage. #### Esoteric Rites ___ - **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. \columnbreak ### Maleficar Lore Immersed in the secrets of bygone eras, your knowledge of certain subjects extends beyond the ordinary. At 1st level, and again at 6th level, choose one of the following options. You can take a Maleficar Lore option more than once, but you cannot choose the same skills or creature types again. #### Hunter's Instinct Choose four of the following creature types: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, and undead. You cannot be surprised by those creature types, and you have advantage on all ability checks to track them or recall information about them. #### Seeker's Wisdom You gain proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. \pagebreak
### 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. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### 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. #### 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. \columnbreak
#### 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** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
#### Spellcasting Focus You can use a weapon or an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your maleficar spells. ### Raven’s Bane When you reach 3rd level, you have imbibed the Raven’s Bane of your order — a toxic concoction of supernatural blood and forbidden alchemy — and survived, forever changing your very essence. You gain the following benefits: * You are proficient in death saving throws, and you do not die until you have failed death saving throws equal to your Charisma modifier (a minimum of three) * You have darkvision out to 30 feet. If you already have darkvision, its range increases by 30 feet instead. * For every 2 years that pass, you only age 1 year. At 15th level you age only 1 year for every 5 years that pass. ### Maleficar Order Also at 3rd level, you align with a cabalistic order of maleficar: Order of the Mortal Wraith, Order of the Sacred Blood, Order of the Crimson Pact, Order of the Infernal Flame, or Order of the Raven's Bane, all detailed at the end of the class description. Your order grants you features at 3rd, 7th, 10th, 14th, and 18th level. #### Order Spells Each order has a list of associated spells. You learn these spells at the levels specified in the order description. Order spells are maleficar spells for you, but they don't count against the number of maleficar spells you know. \pagebreak
### 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. ### Defensive Style Upon reaching 6th level, you gain one of the following features of your choice: #### Hunter's Resilience Your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class. #### Seeker's Agility Your speed increases by 10 feet, and opportunity attacks made against you have disadvantage. ### Baleful Mantle At 11th level, you can channel the primal forces you wield into a shroud of deadly energy. As a bonus action, you can invoke a rite you know to grant you the following benefits: * When you use your Baleful Rite feature you must choose the invoked rite, and it deals an additional damage die of the same size and type. * Once per turn when a creature within 10 feet hits you with a melee attack, it takes damage equal to your Baleful Rite die, of the invoked rite's damage type. * You have resistance to the damage type of every rite you know. An invoked rite lasts for 1 minute, and ends early if you fall unconscious or die. Once you use this feature, you can't use it again until you finish a short or long rest. ### Raven’s Heart When you reach 15th level, the Raven’s Bane lets you defy death. Having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. ### Forgotten Arts Upon reaching 20th level, you have mastered the rites, dark magic, and Raven’s Bane, and they have become as one for you. While you have an invoked rite you gain the following benefits: * Damage dealt by your Baleful Rite or Baleful Mantle features ignores resistance and immunity to damage. * You have advantage on death saving throws. * Whenever you cast a maleficar spell that has a casting time of 1 action, you can cast it using a bonus action instead. \columnbreak ## 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 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. #### Order Spells You gain order spells at the maleficar levels listed. | Maleficar Level | Spell | |:---:|:-----------| | 3rd | *protection from good and evil* | | 5th | *see invisibility* | | 9th | *speak with dead* | | 13th | *banishment* | | 17th | *contact other plane* | #### Ethereal Elusion At 3rd level, you can slip through the ethereal plane to evade harm. When a creature you can see makes an attack against you, you can impose 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. When you reach 18th level, you regain all expended uses of this feature when you finish a short or long rest. #### Wraithwalk Upon reaching 7th level, you can step into the border ethereal. As a bonus action you can 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. If you are inside a creature or object at the end of your turn or when this effect ends you are pushed to the nearest unoccupied space and take force damage equal to twice your level. #### 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. \pagebreak
#### 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 die your soul can emerge to fight on. At the start of your next turn, you manifest a spirit form in your space which wields your weapons, is under your control, and acts on your turn. Your spirit form uses your statistics and abilities, and has hit points equal to twice your maleficar level. It is ethereal, has resistance 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 is reduced to 0 hit points, is more than 120 feet from your body at the end of your turn, or you are restored to life, it vanishes and drops your weapons in its space. \columnbreak ### Order of the Sacred Blood Though perhaps the best known and most accepted of the maleficar orders, the Order of the Sacred Blood is poorly understood by most. They call themselves lightbearers, yet usurp the radiant power of the heavens through the stolen celestial blood used in their Raven’s Bane. Many maleficar consider this far fouler than bending evil powers to one's will, but the lightbearers call it a holy sacrament, one which confers a sacred duty to cleanse the world of all that is evil — whether those evils be monsters or men is of no concern. #### Order Spells You gain order spells at the maleficar levels listed.
| Maleficar Level | Spell | |:---:|:-----------| | 3rd | *cure wounds* | | 5th | *zone of truth* | | 9th | *beacon of hope* | | 13th | *aura of life* | | 17th | *holy weapon* | #### Crusader's Rite At 3rd level, celestial power thrums through you as you fell the forces of evil. When you use your Baleful Rite feature, you gain temporary hit points equal to the damage it deals. Additionally, you learn the esoteric Rite of the Dawn, which deals radiant damage. #### Unmask the Wicked Starting at 7th level, when you cast the *Zone of Truth* spell with a maleficar spell slot, creatures of your choice which fail their saving throw suffer the following effects while within the spell's area: * They become visible and can't become invisible. * They revert to their original forms and can't change form. * If they are an aberration, fey, fiend, or undead they become frightened of you and you learn their creature type. #### Scorching Radiance Upon reaching 10th level, the celestial light within you can hardly be contained. You shed bright light in a 15-foot radius and dim light for an additional 15 feet. You can extinguish or restore the light as a bonus action. Hostile creatures which enter or start their turn within the bright light take radiant damage equal to your Charisma modifier once per round. #### Relentless Will You bear the blood of an angel, and angels do not kneel. At 14th level, if you would repeat a saving throw at the end of your turn, you can do so at the start of your turn instead. #### Stolen Wings At 18th level, you have mastered the celestial blood within. When you activate your Scorching Radiance feature, or as a bonus action while you are in bright light, 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. \pagebreak
### Order of the Infernal Flame Among the oldest and most traditional of the orders, the Order of the Infernal Flame is both strong and well-respected among the maleficar. Called deviltongues by superstitious commoners, they shoulder more suspicion than most maleficar because of the infernal powers they wield. Ruthless fiend hunters, they use the blood of slain devils to command the fire and fury of the nine hells. The deviltongues count many tieflings among their ranks, for aspirants are far more likely to survive the Becoming with devil-blood already running in their veins. #### Order Spells You gain order spells at the maleficar levels listed. | Maleficar Level | Spell | |:---:|:-----------| | 3rd | *command* | | 5th | *suggestion* | | 9th | *fireball* | | 13th | *wall of fire* | | 17th | *dominate person* | #### Hellfire Rite At 3rd level, your rites are fueled by the fires of hell. Whenever you use your Baleful Rite feature, it does additional fire damage equal to your Charisma modifier. Additionally, when you deal fire damage it ignores resistance to fire damage, and treats immunity as resistance instead. #### Infernal Tongue Also at 3rd level, you learn speak, read, and write Infernal. If you already know Infernal, you learn another language of your choice instead. #### Devil's Command Beginning at 7th level, your infernal authority can force your foes to their knees. You can cast the Command spell without expending a spell slot. When you cast the spell this way, you cast it at the level shown in the Slot Level column of the Maleficar table. Once you use this feature, you can't use it again until you finish a long rest. #### Aura of Terror Upon reaching 10th level, you radiate the unspeakable horror of the nine hells. When a creature moves within 5 feet of you or starts its turn there, you can force it to make a Wisdom saving throw or be frightened until the start of its next turn. On a success, it is immune to this feature until you finish a long rest. When you reach 18th level, this feature can affect creatures within 10 feet. \columnbreak #### Diabolical Resilience At 14th level, you are resistant to cold, fire, and poison damage. You have advantage on saving throws against poison. #### Infernal Wings At 18th level, the leathery wings of a devil grow from your back. You gain a flying speed equal to your current speed. You can cause these wings to vanish or reappear as a bonus action. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
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### Order of the Crimson Pact An outlier among the maleficar orders, the Order of the Crimson Pact openly deals with powerful entities in exchange for the eldritch power which infuses the mortal blood of their Raven’s Bane. Known as pactbinders for the lesser spirits they command, their order is dedicated to hunting down any warlock or wizard who misuses dark magic — and especially rogue maleficar. Though other maleficar may consider the pactbinders a strange and motley group, all cooperate in the sealing and protection of planar portals. #### Order Spells You gain order spells at the maleficar levels listed.
Maleficar Level
Spell
3rd
find familiar
5th
silence
9th
spirit guardians
13th
banishment
17th
planar binding
#### Eldritch Blood Beginning at 3rd level, the eldritch power of an otherworldly being infuses your blood. 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. You learn additional spells based on your pact at 3rd, 7th, and 14th level. They are maleficar spells for you, but don't count against your number of maleficar spells known. You can cast each spell learned from this feature once without expending a spell slot, and regain the ability to do so when you finish a long rest. | Patron | 3rd Level | 7th Level| 14th Level | |:---:|:---|:---|:---| | Archfey | *ensnaring
strike* | *blur* | *slow* | | Celestial | *bless* | *lesser
restoration* | *revivify* | | Fiend | *hellish
rebuke* | *scorching
ray* | *fireball* | | Great Old One | *dissonant
whispers* | *detect
thoughts* | *haste* | | Hexblade | *wrathful
smite* | *branding
smite* | *blink* | | Undying | *bane* | *blindness/
deafness* | *spirit
guardians* | #### Hex Rite Also at 3rd level, you weave minor hexes into the magic of your rites. Once per round when you deal damage with your Baleful Rite feature, you can curse your target. The next time the target makes an ability check or attack roll they must roll your Baleful Rite die and subtract the number rolled. \columnbreak #### Disruptive Hex Beginning at 7th level, when you use your Hex Rite feature on a creature which is concentrating on a spell, it must also roll your Baleful Rite die and subtract the number rolled from its concentration check. #### Baleful Channel At 10th level, you can channel the seed of a powerful spell through your rite. As an action, you can infuse your rite with a maleficar spell you can cast of 1st level or higher. Whenever you deal damage to a creature with your Baleful Rite feature, you can cast the infused spell on that creature once without using an action. All spell attack rolls for the infused 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 infused at a time, and once you cast an infused spell it is no longer infused. You can use this feature twice, and regain all expended uses when you finish a long rest. #### Mystic Sight At 14th level, ancient magicks allow you to pierce the veil between worlds for brief moments. As a bonus action, you can gain truesight with a range of 30 feet for 1 minute. Once you use this feature, you can't use it 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. \pagebreak
### Order of the Raven's Bane Little known and few in number, the Order of the Raven’s Bane was founded by the first maleficar, preceding the other orders by decades or centuries. None know from what ancient being of shadow their power first came, but it is believed to be the source of the dark powers shared by all maleficar, for their Raven's Bane uses only the blackened blood of their own. A scholastic order watching from the shadows, the inkbloods delve into ancient ruins to preserve lost knowledge and uncover the mysteries of their own past. #### Order Spells You gain order spells at the maleficar levels listed. | Maleficar Level | Spell | |:---:|:-----------| | 3rd | *armor of agathys* | | 5th | *invisibility* | | 9th | *speak with dead* | | 13th | *shadow of moil* | | 17th | *contact other plane* | #### Veil of Shadow Beginning at 3rd level, gloom and shadow gathers around you like a cloak. Within 10 feet of you dim light becomes darkness and bright light becomes dim light. You can dismiss or restore these shadows on your turn (no action required). Whenever a creature within this area is reduced to 0 hit points, you gain temporary hit points equal to your Charisma modifier + half of your maleficar level. Once you use this feature, you can't use it again until the start of your next turn. You can't use this feature if you're incapacitated. Additionally, your darkvision’s range increases by 30 feet. #### Raven's Wing Starting at 7th level, you can stride between shadows, for each touches the Shadowfell. As a bonus action while in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. #### Chains of Fate Whether fate or a fate denied, you seem to emerge from danger unscathed. At 10th level, you are proficient in all saving throws. #### Reaching Shadow When you reach 14th level, your Veil of Shadow feature affects the area within 20 feet of you. #### Mortality's End At 18th level, you have begun to eclipse the mortal realm. You gain the following benefits: * You are immune to poison and disease. * You have advantage on death saving throws. * You don’t need to eat, drink, or breathe. * You don’t need to sleep, don’t suffer exhaustion due to lack of rest, and magic can’t put you to sleep. * You no longer age, and are immune to any effect that would age you. \pagebreak
### Maleficar Spells ##### 1st Level - Absorb Elements - Armor of Agathys - Bane - Cause Fear - Charm Person - Comprehend Languages - Detect Evil and Good - Detect Magic - Disguise Self - Hellish Rebuke - Hex - Protection from Evil and Good - Zephyr Strike ##### 2nd Level - Blindness/Deafness - Blur - Darkness - Detect Thoughts - Earthbind - Hold Person - Invisibility - Magic Weapon - Mirror Image - Misty Step - Phantasmal Force - See Invisibility - Shadow Blade - Silence - Spider Climb - Suggestion \columnbreak ##### 3rd Level - Bestow Curse - Blink - Counterspell - Dispel Magic - Enemies Abound - Fear - Grim Psychometry - Hypnotic Pattern - Life Transference - Magic Circle - Melf's Minute Meteors - Nondetection - Remove Curse - Summon Lesser Demons - Thunder Step ##### 4th Level - Blight - Charm Monster - Dimension Door - Elemental Bane - Evard's Black Tentacles - Fire Shield - Freedom of Movement - Greater Invisibility - Summon Greater Demon ##### 5th Level - Banishing Smite - Circle of Power - Contact Other Plane - Dominate Person - Far Step - Hold Monster - Infernal Calling - Scrying - Steel Wind Strike - Synaptic Static
## New Spells #### Grim Psychometry *3rd-level divination (ritual)* ___ - **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You assess an object or location you can see within range, and make an ability check using your spellcasting ability. Based on the result, you gain vague hints in the form of visions and whispers about whether the target 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 the target is untouched by evil, or if you have cast this spell on it in the last year. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can assess one additional target for each slot level above 3rd. \pagebreak
> ##### Variant: Unarmored Maleficar > If you want to play a maleficar that forgoes armor in favor of evasion and agility, then you can make the following changes at 1st level: > * You do not start with chain mail or leather armor. > * You do not gain proficiency with medium armor, heavy armor, or shields. > * While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. ### 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. \columnbreak > ##### Variant: Spellcasting Abilities > If you want to play a maleficar that uses Intelligence or Wisdom in place of Charisma, speak with your DM and refer them here. > * Intelligence-based maleficar rely upon careful study to unlock their dark magicks. This variant is very slightly weaker in general. > * Wisdom-based maleficar consciously attune themselves to powers both dark and strange. This variant is slightly stronger in general, but shouldn't cause problems. ## 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](https://www.artstation.com/artwork/qq0rD), by Matias Trabold Rehren [q sktch](https://www.artstation.com/artwork/X8dEw), by Yuri Hill [Cover art](https://www.artstation.com/artwork/my1Zd), by Mads Ahm [sketch](https://www.deviantart.com/crystalgrazianoart/art/sketch-528537697), by Crystal Graziano [Seltyiel, pathfinder iconic](https://www.artstation.com/artwork/LgKRP), by Kaj Driesen [Vampire Knight](https://www.artstation.com/artwork/Z55rgG), by Young June Choi