Class - The Afflicted

by Blackbando

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Afflicted

An empty suit of armor seemed to be walking on its own, patrolling tirelessly through the town each night. Though younger folks would often fear and avoid the suit, the elders knew what it contained, and treated it as if it were a friend - for it had the soul of the past captain of the guard. Now, as a bandit runs from a tavern, carrying all the savings they could steal, the armor rushes towards the thief, chains flying out of its body, restraining the armor's target with ease.

They were sure that they'd get a small fortune off of this mummy, hauling its body in a fragile wooden coffin out of the desert, towards the local market. Once it was set up in a display case, however, the dried corpse's eyes suddenly opened, flames consuming the wooden box as their attraction freed himself, the marketplace screaming in terror. Though the deserts had claimed his life several years ago, hellfire now brought his soul back to his body.

She had been planning this heist for months, and there wasn't any amount of guards that would prevent her from getting into the bank's vault. As the clock struck midnight, she changed into a bat, and flew across the many buildings of the city, slipping into an open window in the bank, before turning back into her true form. She easily waltzed into the vault, magically charming any of the guards she could, and for the few that she couldn't, they weren't able to put more than a scratch on her.

Afflicted are affected by a curse that seeps deep inside of their blood and soul, corrupting their body to its very core. Though they are not evil, they are still semi-permanently linked to a powerful curse; no ritual short of divine intervention can truly remove their hex, and so, instead, the afflicted are those who choose to exploit their curse for their own benefit.

Cursed Blood and Souls

It is rare for an afflicted to be born with their powers - instead, many of them are either cursed while they live, or they are killed by something that would permanently affect their body, and upon being resurrected, they find that they have received a curse. Some reject their curse, and do their best to avoid it - and few of those people are truly known as "afflicted", for they refuse to embrace the power that their curse has. For those that choose to tap into the forbidden power that their affliction grants them, many find that they wouldn't want to live any other way - and few would be able to, even if they wished to.

Afflictions are exceptionally uncommon curses; while a normal curse can be removed by a remove curse spell cast by a mortal spellcaster, afflictions seep too deeply into the core of a person to do so. The blood of an afflicted is usually far darker than others of their kind, as the curse has intermingled itself into their bloodstream, almost like a disease. Even for beings without blood, afflictions eventually pierce into their soul, forever tying themselves to their life - only a god could permanently remove an affliction.

Reanimated by Affliction

While many afflicted have their mortal lives affected by a curse, tainting it forever, there are some who had their lives cut short, but then their affliction brings them back. Some afflictions are the source of what killed them in the first place, while other afflictions simply bring back someone that died long ago; most afflictions are like diseases, and lack any sort of mind or motivation, and though purpose might be instilled upon them by a powerful caster, some seep into bodies almost at random.

Resurrection is expensive, and in some worlds, quite risky - and at a certain point, someone can't be brought back with traditional methods. For those who are truly desperate to see someone back to life, afflictions can be a way to go past the magical laws of resurrection, and bring back to life someone from thousands of years ago - at a cost.

Creating an Afflicted

As you create your afflicted character, think about what their relationship with their powers is: does your character despise their affliction and ultimately wish to remove it, or does your character view the benefits as greater than the downsides, almost being grateful for the fact they were cursed? How was your character afflicted? Was it a ritual that they participated in, and the affliction was a side effect of the magic performed? Or was it placed upon them by some unsavory individual - potentially one they had a history with?

Furthermore, how do the powers of your curse manifest? Does your character look like a normal person at first, but when using the powers of their affliction, their corruption shows itself? Or does your character always appear to have the mark of corruption on them, with body parts that are very clearly abnormal - such as eyes with black sclera?

Ask your DM about how afflictions function in your campaign world; are they understood as being something above the average curse, or are they relatively unknown in the world? Are there communities for those who become afflicted, or are they hunted as if they were another hideous monster? How would the average group of adventurers react to a party member revealing that they have an affliction?

Quick Build

You can make an afflicted quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength. Second, choose the acolyte or hermit background. Finally, choose a longsword and shield, an explorer's pack, and scale mail.

Origin of Your Affliction

As there are many sources for an affliction, each afflicted has a different experience with how they got their curse. At your option, you can roll on or pick from the following table to decide what is the source of your character's affliction.

Origin of Affliction
d6 Origin
1 I died, and when I was resurrected, I was afflicted.
2 My family line was cursed centuries ago, making all of us have an affliction.
3 My affliction was forced upon me, by someone either trying to kill me or turn me into their thrall.
4 A deity claimed that my affliction was a blessing, so I accepted it.
5 I was born with my affliction. My family and I have no idea why.
6 I have no memory of when I got my affliction.

Unique Corruption

The blood magic wielded by the afflicted typically looks different for each person. At your option, you can roll on or pick from the following table to decide how your cursed power manifests.

d6 Appearance of Powers
1 Wounds form on your body when you use your powers, and blood flies out of the cuts to perform your magic.
2 Shadows dance around your hands and/or face when you use your powers.
3 Your muscles flare up as your veins turn black or crimson when you use your powers.
4 A spectral figure--a manifestation of your soul--appears behind you for just a moment whenever you perform any sort of blood magic.
5 Tentacles wrap around your weapons when you wield your powers.
6 A very small change--like your irises turning black or your teeth sharpening to a point--happens when you wield your powers.
The Afflicted
Level Proficiency Bonus Features Bloody Bane Rites Known
1st +2 Affliction, Bloody Bane 1d6 -
2nd +2 Cursed Rites, Affliction feature 1d6 2
3rd +2 Memories of Blood 1d6 3
4th +2 Ability Score Improvement 1d6 3
5th +3 Extra Attack 2d6 4
6th +3 Affliction feature 2d6 4
7th +3 Rapid Restoration 2d6 5
8th +3 Ability Score Improvement 2d6 5
9th +4 Hexen Kin 2d6 6
10th +4 Crimson Sight 2d6 6
11th +4 Affliction feature 3d6 7
12th +4 Ability Score Improvement 3d6 7
13th +5 Forbidden Lore 3d6 8
14th +5 Wounded Bane 3d6 8
15th +5 Hardened Tenacity 3d6 9
16th +5 Ability Score Improvement 3d6 9
17th +6 Heartblade 4d6 10
18th +6 Affliction feature 4d6 10
19th +6 Ability Score Improvement 4d6 11
20th +6 Immortal Life 4d6 11

Class Features

As an afflicted, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per afflicted level
  • Hit Points at First Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per afflicted level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Intimidation, Investigation, Religion, and Survival

Starting Equipment

You start with the following equipment, in addition to the equipment granted to you by your background.

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) leather armor & 5 daggers or (b) scale mail

Alternatively, you can ignore the equipment here and in your background, and buy 3d4 x 10 gp worth of equipment from Chapter 5 of the Player's Handbook.

Multiclassing

The prerequisites for multiclassing into an afflicted are a Constitution score of 13. When you multiclass into afflicted, you gain proficiency in simple weapons, martial weapons, light armor, medium armor, and shields.

Expending Hit Points & Blood

When an afflicted feature says that you "expend hit points" this simply means that you lose those hit points - you don't take damage, and therefore don't make a concentration check or lose temporary hit points.

Some features also mention blood; even if your character lacks blood for whatever reason, provided they can pay the hit point cost, they can use that feature. Typically, this can be explained as the character's soul being used instead of their blood.

Affliction

Your blood has been corrupted by a powerful and ancient curse, known as an "affliction". Though your affliction was designed to either kill you or turn you into a monster, you have learned to exploit your cursed blood, granting you magical powers.

Choose from the Curse of the Armorbound, Curse of the Banshee, Curse of the Burned, Curse of the Frozen [NEW], Curse of the Martyr, or the Curse of the Vampire, all listed at the end of the class description. The affliction you choose grants you features at 1st level and again at 2nd, 6th, 11th, and 18th levels.

Bloody Bane

You can expunge the corrupted blood given to you by your curse and surround your weapon with it, as a bonus action.

When you do so, you expend 1d6 hit points. Until the end of your turn, whenever you hit with a melee weapon attack, you deal an additional 1d6 damage.

When you reach 5th, 11th, and 17th levels, your Bloody Bane die increases to 2d6, 3d6, and 4d6, respectively. When you use this feature, you can choose to roll a lower amount of d6s, to a minimum of 1 die, when expending hit points. If you do so, then the additional damage dealt uses the same amount of lowered dice.

Cursed Rites

Starting at 2nd level, you have learned how to use bits of blood magic, known as "cursed rites".

You gain two cursed rites of your choice. Your rite options are detailed at the end of the class description. When you gain certain afflicted levels, you gain additional rites of your choice, as shown in the Rites Known column of the Afflicted table.

Additionally, when you gain a level in this class, you can choose one of the rites you know and replace it with another rite that you could learn at that level.

If one of your cursed rites calls for a spell attack or a saving throw, you use your Constitution, as the power of your rites comes directly from your cursed blood. If any of your cursed rites casts a spell, then your spellcasting ability is your Constitution, and you do not need to provide any material components, unless they have a cost or are consumed.

Rite save DC = 8 + your proficiency bonus +
your Constitution modifier

Rite spell attack modifier = your proficiency bonus + your Constitution modifier

Memories of Blood

Starting at 3rd level, you are attuned to the hidden knowledge blood and wounds bring. By touching blood that is less than an hour old, or a wound or scar on a creature, for at least 1 minute, you gain insight into what caused the blood to spill or the wound or scar to be formed.

You see and hear up to 6 seconds before the event that caused the blood to spill or wound or scar to form, and you perceive the event from the eyes and ears of the creature it originates from.

If you touch the wound or scar of an unwilling creature, it can make a Charisma saving throw against your rite save DC. On a successful saving throw, it is immune to this feature until after your next 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.

Rapid Restoration

Starting at 7th level, when you finish a long rest, you regain all expended hit dice.

Hexen Kin

At 9th level, your connection to your affliction has grown deeper, giving you the following benefits:

Consume Curse. As an action, you can expend 3d6 hit points to cast remove curse on yourself, as you allow your affliction to overpower and devour the curse.

Detect Curse. If you study a magical object for one minute, then you can determine if it is cursed or not. You know the specific details of the curse, and how to break the curse, if there is any method.

Crimson Sight

By 10th level, your connection to life force allows you to identify when others are wounded, through vision known as "crimson sight", which extends out to 30 feet from yourself. You can enable or disable this vision as a bonus action.

When a creature is above half of its maximum hit points, it appears normal to you. When a creature is at half of its maximum hit points or below, then it appears to be glowing a faint bright red tint. A creature with 0 hit points that is still alive appears to have a much darker red tint.

Forbidden Lore

Starting at 13th level, your knowledge of curses and forbidden magics has expanded, allowing you to piece together bits of secret lore about them.

You can cast the legend lore spell as a ritual, without any material components. When you do so, instead of naming a target, you touch a creature or object that has a curse on it. You learn information about the curse, rather than the creature or object. If you touch a creature with levels in the afflicted class, then you also learn how many levels they have in the class.

Wounded Bane

Beginning at 14th level, you can quickly turn the strikes of other creatures into your own power. When you take damage from another creature, and the amount of damage is more than your afflicted level, you can choose to not expend hit points if you use your Bloody Bane feature before the end of your next turn.

Hardened Tenacity

At 15th level, your toughness allows you to shrug off weaker poisons and distractions with ease. Whenever you make a Constitution saving throw, you can treat a d20 roll of 5 or lower as a 6.

If the Constitution saving throw is for concentrating on a spell, then you can treat a d20 roll of 9 or lower as a 10.

Heartblade

Beginning at 17th level, when you are bleeding, your vitality empowers you. You add your Constitution modifier (a minimum of +1) as a bonus to your weapon damage rolls, provided you are not at maximum hit points.

Immortal Life

By 20th level, your affliction's will has melded with your own - the pain you inflict upon yourself is no longer through forcing your affliction to act, but rather is from your own fatigue. You gain the following benefits:

  • You regain 1 hit point at the start of each of your turns, unless you have 0 hit points.
  • If you die, then you come back to life after 1 minute, with 1 hit point. You do not gain the benefits of this feature if you cannot be resurrected, such as if your head has been removed from your body, or you were killed by a disintegrate spell.
  • You can use your action to hold a severed body part in place, reattaching it to your body.
  • You do not suffer any additional damage from being hit by a critical hit.

Afflictions

Afflictions are curses that are too powerful to be removed without costly--and potentially dangerous--rituals, which seep right into the blood of their victim. An afflicted makes use of their affliction to use magical abilities that are often seen as "forbidden", "unholy", or are otherwise "monstrous" in nature.

Curse of the Armorbound

The curse that grants you your powers was used to seal you away, inside a suit of armor - one that you can never escape, as it is linked to your skin, much like an insect's carapace.

Some afflicted might have lost their bodies, and rather than their skin being fused with the metal of their armor, their soul is magically linked with the steel, giving them a mechanical body to pilot around, as a replacement for their once-organic form.

Armorbound Features
Afflicted Level Feature
1st Bonus Proficiencies, Cursed Shell
2nd Armorbound Rites
6th Tower of Steel
11th Iron Titan
18th Lord of Metal

Bonus Proficiencies

When you choose this affliction, at 1st level, you gain proficiency in heavy armor.

Cursed Shell

Also, at 1st level, you become permanently attached to a suit of metal armor.

This armor appears to be a suit of chain mail when you gain this feature, which immediately forms over your body, giving you an AC of 16. Over the course of a short or long rest, while touching a different set of metal armor, you can replace your currently bound armor with the other set: at the end of the rest, you magically doff the previous set of armor, and don the new set, within an instant.

You don't suffer any penalties for taking a long rest while in any kind of metal armor. You cannot doff your bound armor, nor can any magic doff it. If your bound armor would be destroyed or magically rusted, then you take necrotic damage equal to your afflicted level, and your armor is untouched.

If you die, then you must be placed into a suit of armor to be resurrected. If your body would be created from a spell that resurrects you, such as true resurrection, then your body appears inside of a suit of chain mail.

Armorbound Rites

Beginning at 2nd level, you gain the following two cursed rites. They do not count towards your number of rites known.

Bloody Chains. When you hit a creature with a melee weapon attack during your Bloody Bane, you can choose for chains to extend from your armor, wrapping around the creature. The target must succeed on a Strength saving throw, or have its speed reduced to 0 feet until the end of its next turn. This effect ends early if you move further than 15 feet away from the target, as the chains retract into your armor.

You can use this rite once on each of your turns.

Hex Shield. When a creature hits you with an attack, you can use your reaction and expend 1d6 hit points to add the number of hit points expended to your AC for that attack, potentially causing the attack to miss you.

Tower of Steel

Starting at 6th level, your imposing form of steel can be used as an aegis to defend your allies. Other creatures of your choice within 5 feet of you benefit from half-cover, as your armor protects them. Additionally, melee attacks made on creatures of your choice within 5 feet of you (not including yourself) have disadvantage.

Iron Titan

At 11th level, your great armor empowers you, allowing you to strike with the force of a giant. You gain the following benefits:

Giant Gauntlets. You count as one size larger for the purpose of carrying capacity and grappling.

Titanic Shove. When you hit a creature that is no more than one size larger than you with a melee weapon attack, you can choose for it to be moved 5 feet away from you in a straight line. If you hit a creature that is your size or smaller, it is moved 10 feet, instead.

Lord of Metal

By 18th level, you have mastered your metallic shell, and can grow it to the size of a building. As a bonus action, you can expend 5d6 hit points to gain the following benefits for 1 minute:

  • Your size increases by one category--from Medium to Large, for example.
  • Your melee weapon attacks deal an additional 1d4 damage, or 2d4 damage to creatures that are two or more sizes smaller than you.
  • Your Titanic Shove feature moves creatures twice as many feet.
  • You add your Constitution modifier to your Strength checks and saving throws (a minimum of +1).

After using this feature, you must take a long rest before doing so, again.

Armorbound and Armor Restrictions

Some player options don't seem to mix well with the armorbound, such as druids being unable to wear heavy armor, and tortles being unable to wear armor at all. For a druid, the DM could determine that the curse of the armorbound allows them to wear metal armor at the cost of being ostracized by their fellow druids, and a tortle would simply gain no benefits from the armor that it wears.

Alternatively, a DM could prevent tortles or other similar races from taking this subclass, as well as druids that choose to multiclass into the afflicted class.

Curse of the Banshee

The curse that grants you your powers is one that affects your voice, turning it into a hideous sound that can send buildings flying and kill men the moment they hear it.

Many banshees are beautiful people--typically elves--that are cursed by vengeful spirits, their bodies maimed and their voices cursed to be as ugly as the progenitor. Others might have lost someone so dear to them that their sorrow awakens the spirit of a banshee inside of them, wailing so loud it can be heard in the afterlife.

Banshee Features
Afflicted Level Feature
1st Deathly Wail
2nd Banshee Rites
6th Horrifying Visage
11th Mournful Wailing
18th Fury of the Banshee

Deathly Wail

When you choose this affliction, at 1st level, you take on the powers of a banshee, granting you the following benefits:

  • You can cause your voice to boom up to three times loud as normal.
  • You are immune to being deafened.
  • You can choose to deal thunder damage with your Bloody Bane, instead of the damage type of your weapon.

Banshee Rites

Beginning at 2nd level, you gain the following two cursed rites. They do not count towards your number of rites known.

Herald of Doom. When a creature within 30 feet of yourself makes a Dexterity saving throw, you can use your reaction and expend 1d6 hit points to grant that creature a bonus to its saving throw equal to the amount of hit points you expended. You must use this feature before the d20 roll.

.

Wailing Bane. When you hit a creature with a melee weapon attack during your Bloody Bane, you can choose to scream, attempting to send the target flying. If the target is Large or smaller, then it must succeed on a Strength saving throw, or be pushed 5 feet away from you in a straight line.

You can use this rite once on each of your turns. At 5th, 11th, and 17th levels, the amount of feet the creature is pushed increases by 5. At 11th level, Huge or smaller creatures can be affected.

Horrifying Visage

Starting at 6th level, your screams and form make you just as terrifying as a banshee, potentially scaring your foes away from you. When a creature within 30 feet makes an attack on you, it must succeed on a Wisdom saving throw, or be frightened until the end of its turn. An undead creature automatically succeed on its saving throw.

Once a creature succeeds on its saving throw, it is immune to the effects of this feature until after your next long rest.

Mournful Wailing

At 11th level, your wails cut right through the souls of others, inspiring their sadness or filling their minds with screams. You gain the following benefits:

Detect Death. You know if a humanoid creature within 300 feet dies, though you do not know the identity of the creature.

Ear-Shattering Wail. When a creature fails its saving throw against your Wailing Bane, it is deafened until the start of your next turn.

Soul Screech. When you reduce a creature to 0 hit points, you can choose to have its soul to wail in pain. Each creature within 10 feet of the target must succeed on a Constitution saving throw, or take thunder damage equal to your Bloody Bane die.

Fury of the Banshee

By 18th level, you can embody the terrifying anger of the dead by expending 5d6 hit points as a bonus action, which give you the following benefits for the next minute:

  • When a creature is frightened by you, it is stunned.
  • If you frighten a creature that is CR 4 or lower, it is reduced to 0 hit points.
  • You are immune to necrotic damage.

After using this feature, you must take a long rest before doing so, again.

Curse of the Burned

The curse that grants you your powers was connected to flames, eternally burning your flesh and permanently infusing your body with the power of fire.

You might have been mummified by dying in a desert, only to one day awaken with your body as dry as wood. Alternatively, you could've been a sinful being that went to an underworld, your fiery punishment causing hellfire to stick to your skin, even after you eventually escaped.

Burned Features
Afflicted Level Feature
1st Heated Body
2nd Burned Rites
6th Heart of Flame
11th Bursting Fire
18th Hell's Furnace, Flameskin

Heated Body

When you choose this affliction, at 1st level, your form is always coated in fire, granting you the following benefits:

  • When a creature hits you with a melee attack, or makes a check to grapple you, it takes fire damage equal to your Constitution modifier (a minimum of 1).
  • Your unarmed strikes can deal fire damage instead of bludgeoning.
  • You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
  • You can choose to deal fire damage with your Bloody Bane, instead of the damage type of your weapon.

Burned Rites

Beginning at 2nd level, you gain the following two cursed rites. They do not count towards your number of rites known.

Burning Bane. When you hit a creature with a melee weapon attack during your Bloody Bane, you can choose for flames to leap from your body, onto the creature. At the end of the creature's next turn, it takes 1d4 fire damage, unless it is doused in water or uses its action to extinguish the flames.

You can use this rite once on each of your turns. At 5th, 11th, and 17th levels, the fire damage of this rite increases by 1d4.

Exploding Veins. When you take the Attack action on your turn, you can expend hit points equal to your Bloody Bane die and forego one attack to cast the burning hands spell. When you cast this spell in this way, it deals fire damage equal to your Bloody Bane die.

When you reach 5th level, you can choose to roll a lower amount of d6s, to a minimum of 1 die, when expending hit points. If you do so, then the fire damage dealt uses the same amount of lowered dice.

Heart of Flame

Starting at 6th level, the fire in your body fuses with your blood. Fire damage that you deal with your afflicted class features ignores resistance to fire damage.

Also, when you are reduced to 0 hit points, you can use your reaction to be reduced to 1 hit point instead, sending out a torrent of flames. Each creature within 10 feet of yourself must make a Dexterity saving throw against your rite save DC, or take fire damage equal to your afflicted level + your Constitution modifier (a minimum of 1).

After using this reaction, you must take a long rest before using it, again.

Bursting Fire

At 11th level, your flames become far more violent than before, though you still have great control over them. You gain the following benefits:

Bursting Bane. When you use your Bloody Bane feature and expend hit points, you can choose for your flames to explode. Each creature within 5 feet of you must make a Dexterity saving throw, or take fire damage equal to the number of hit points you expended.

Hotter Veins. You add your Constitution modifier (a minimum of +1) to the damage of your Exploding Veins feature.

Hell's Furnace

By 18th level, you have learned how to constantly billow out hellfire by expending your life. As a bonus action, you can expend 5d6 hit points to create a sphere of fire centered on yourself with a radius of 15 feet. Each creature within the sphere must make a Dexterity saving throw, or take fire damage equal to the number of hit points you expended, taking half as much damage on a successful saving throw.

At the start of each of your turns, you can choose to create the sphere of fire again, expending 5d6 hit points each time. This effect ends when you choose to stop creating the sphere (no action required), or when you are incapacitated.

Flameskin

Also, at 18th level, you gain immunity to fire damage.

Curse of the Frozen

The curse that grants you your powers was connected to the cold, turning your skin blue, freezing over your blood, and making the air near you freeze into mist.

You might have fallen off of a ship and drowned, your body becoming waterlogged and frozen by the cold waters of the deep sea, or you might've been cursed by an abominable yeti to become a yeti-like creature.

Frozen Features
Afflicted Level Feature
1st
2nd Frozen Rites
6th
11th
18th

Heated Body

When you choose this affliction, at 1st level, your form is always coated in fire, granting you the following benefits:

  • When a creature hits you with a melee attack, or makes a check to grapple you, it takes fire damage equal to your Constitution modifier (a minimum of 1).
  • Your unarmed strikes can deal fire damage instead of bludgeoning.
  • You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
  • You can choose to deal fire damage with your Bloody Bane, instead of the damage type of your weapon.

Burned Rites

Beginning at 2nd level, you gain the following two cursed rites. They do not count towards your number of rites known.

Burning Bane. When you hit a creature with a melee weapon attack during your Bloody Bane, you can choose for flames to leap from your body, onto the creature. At the end of the creature's next turn, it takes 1d4 fire damage, unless it is doused in water or uses its action to extinguish the flames.

You can use this rite once on each of your turns. At 5th, 11th, and 17th levels, the fire damage of this rite increases by 1d4.

Exploding Veins. When you take the Attack action on your turn, you can expend hit points equal to your Bloody Bane die and forego one attack to cast the burning hands spell. When you cast this spell in this way, it deals fire damage equal to your Bloody Bane die.

When you reach 5th level, you can choose to roll a lower amount of d6s, to a minimum of 1 die, when expending hit points. If you do so, then the fire damage dealt uses the same amount of lowered dice.

Heart of Flame

Starting at 6th level, the fire in your body fuses with your blood. Fire damage that you deal with your afflicted class features ignores resistance to fire damage.

Also, when you are reduced to 0 hit points, you can use your reaction to be reduced to 1 hit point instead, sending out a torrent of flames. Each creature within 10 feet of yourself must make a Dexterity saving throw against your rite save DC, or take fire damage equal to your afflicted level + your Constitution modifier (a minimum of 1).

After using this reaction, you must take a long rest before using it, again.

Bursting Fire

At 11th level, your flames become far more violent than before, though you still have great control over them. You gain the following benefits:

Bursting Bane. When you use your Bloody Bane feature and expend hit points, you can choose for your flames to explode. Each creature within 5 feet of you must make a Dexterity saving throw, or take fire damage equal to the number of hit points you expended.

Hotter Veins. You add your Constitution modifier (a minimum of +1) to the damage of your Exploding Veins feature.

Hell's Furnace

By 18th level, you have learned how to constantly billow out hellfire by expending your life. As a bonus action, you can expend 5d6 hit points to create a sphere of fire centered on yourself with a radius of 15 feet. Each creature within the sphere must make a Dexterity saving throw, or take fire damage equal to the number of hit points you expended, taking half as much damage on a successful saving throw.

At the start of each of your turns, you can choose to create the sphere of fire again, expending 5d6 hit points each time. This effect ends when you choose to stop creating the sphere (no action required), or when you are incapacitated.

Flameskin

Also, at 18th level, you gain immunity to fire damage.

Curse of the Martyr

The curse that grants you your powers is one you gained from your devotion to a deity or ideology, one that you sacrificed yourself for.

Martyrs are often figures that died for the sake of conveying some holy message, and then a deity is touched by their sacrifice, bringing them back to life as an afflicted. Though some may call their "curse" more akin to a blessing, most martyrs have to make their sacrifices for the sake of a less popular religion - and this makes them walking targets for larger religions or other enemies of their faith.

Martyr Features
Afflicted Level Feature
1st Holy Spirit
2nd Martyr Rites
6th Blood of the Martyr
11th Pure Body
18th Angelic Avatar

Holy Spirit

When you choose this affliction, at 1st level, your body and soul become holy, granting you the following benefits:

  • You are immune to disease.
  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
  • You can choose to deal radiant damage with your Bloody Bane, instead of the damage type of your weapon.

Martyr Rites

Beginning at 2nd level, you gain the following two cursed rites. They do not count towards your number of rites known.

Peaceful Bane. When you hit a creature with a melee weapon attack during your Bloody Bane, you can remove some of its will to fight, giving the next attack it makes before the start of your next turn disadvantage.

You can use this rite once on each of your turns.

Scapegoat. When a creature within 30 feet is hit with an attack, you can use your reaction to take the damage of that attack, instead of the creature.

Blood of the Martyr

At 6th level, your holy blood can heal the wounds of the innocent. When you expend hit points for an afflicted class feature, you can choose one creature within 10 feet, excluding yourself. That creature regains hit points equal to half of the hit points you expended (a minimum of 0 hit points).

You don't benefit from this feature if you expend hit points for a feature that already restores hit points to another creature, such as the Transfusion cursed rite.

Pure Body

Starting at 11th level, your form becomes holier than before, almost like an angel. You gain the following benefits:

Divine Health. You are immune to poison.

Holy Scapegoat. You can use your Scapegoat feature without using your reaction, though you can only use it once on each turn.

Angelic Avatar

By 18th level, you can become an avatar of holiness by expending 5d6 hit points as a bonus action, granting you holy powers for 1 minute, which give you the following benefits:

  • You grow angelic wings that grant you a flying speed equal to your walking speed.
  • At the start of each of your turns, you can grant 10 temporary hit points to any number of creatures of your choice within 30 feet of yourself.
  • When you use your Scapegoat feature, you have resistance to the damage taken.

After using this feature, you must take a long rest before doing so, again.

Curse of the Vampire

The curse that grants you your powers is an ancient one, appearing in cultures all across the world: vampirism, a curse that turns you into a horrid undead creature that subsists off of the life force of living creatures.

You might have been cursed centuries ago, only to rise recently - either of your own volition, or due to a ritual conducted by the one that cursed you. Alternatively, you might've been touched by the curse recently, meaning that its powers have yet to fully take you over - or you could be a half-vampire, meaning that while corrupted vampiric blood runs through your veins, it's not powerful enough to fully turn you into a creature of unholy might.

Vampire Features
Afflicted Level Feature
1st Dark Thirst
2nd Vampire Rites
6th Blood Drink
11th Child of the Night
18th Symphony of Red

Dark Thirst

When you choose this affliction, at 1st level, you become a vampire, granting you the following benefits:

  • If damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
  • You stop aging and cannot be magically aged.
  • You can choose to deal necrotic damage with your Bloody Bane, instead of the damage type of your weapon.

Vampire Rites

Beginning at 2nd level, you gain the following two cursed rites. They do not count towards your number of rites known.

Biting Bane. When you hit a creature with a melee weapon attack during your Bloody Bane, you can drain some of its life force away, gaining temporary hit points equal to half of the bonus damage dealt by your Bloody Bane, which last until the end of your next turn.

You can use this rite once on each of your turns.

Bat Form. When you take the Dash or Disengage action on your turn, you can expend 1d6 hit points to become a bat for a brief moment. If you do so, then you can fly up to 10 feet as part of that action, without expending any of your movement.

Blood Drink

At 6th level, when you drain life force from others, you can close some of your wounds. When you gain temporary hit points from your Biting Bane rite, you can expend one hit die. You roll the hit die, and add your Constitution modifier to the result, regaining hit points equal to the result.

Child of the Night

Starting at 11th level, your vampiric essence has grown stronger, granting you more potent unholy abilities. You gain the following benefits:

Shapechanger. You can use your action to change into a Tiny bat or back into your true form. While in bat form, you can't speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you.

Thrall Shield. When you are targeted by an attack, you can use your reaction to try and charm one creature within 15 feet to leap in front of the attack for you. If the creature is unwilling, it must succeed on a Wisdom saving throw. A creature that is immune to being charmed automatically succeeds on its saving throw.

On a failed saving throw, the creature moves up to its movement speed, trying to be within 5 feet of you, and becomes the target of the attack. If the creature cannot be within 5 feet of you by the end of its movement (such as if a pit of spikes prevents it from crossing), then you are still the target of the attack.

Symphony of Red

By 18th level, you have mastered your vampiric powers, and can expend 5d6 hit points as a bonus action to enter a temporary state where you are a true vampire, for 1 minute, granting you the following benefits:

  • You grow leathery bat wings that grant you a flying speed equal to your walking speed.
  • You can make one melee weapon attack as part of the bonus action used to enter this state, and when you use your Bloody Bane feature.
  • The number of hit points you regain from your Blood Drink feature is doubled.

After using this feature, you must take a long rest before doing so, again.

Affliction Quirks

Afflictions are known to physically and mentally alter those who possess them. At your option, when creating your afflicted character, you can choose to roll on or pick from the quirk table of your affliction below, to give your afflicted character a bit more connection to their curse.

Armorbound Quirks
d6 Quirk
1 You are always polishing your armor, and get angry at even the slightest bit of dirt touching it.
2 You have forgotten how skin feels.
3 None of your body is visible in your armor, as it looks to be hollow, and instead of eyes, those who look inside your helmet see spheres of red light.
4 Your helmet is stylized to look almost exactly like your face.
5 You don't know your own strength, and can often crush tiny objects when trying to handle them.
6 Your own blood spilling excites you, as it reminds you of the times before you were stuck in your armor.
Banshee Quirks
d6 Quirk
1 Your body is slightly translucent.
2 You can't whisper.
3 Whenever you sing, people that hear you are terrified.
4 The dead speak to you.
5 Your screams shake the earth beneath you, and can shatter glass.
6 Crows and ravens flock around you.
Burned Quirks
d6 Quirk
1 Your hair is made of fire.
2 When you shout, smoke billows out of your mouth.
3 Your skin is black and charred.
4 Your veins glow bright red or orange, visible through your skin.
5 Nothing relieves stress more for you than burning something.
6 You always have to sleep near a flame, or you feel unsafe.
Martyr Quirks
d6 Quirk
1 Your body is covered in self-inflicted cuts and lashes.
2 Your voice can soothe any wayward soul.
3 Food and drink you touch tastes better.
4 Your hands and/or feet have nail-sized holes in them.
5 When you focus, a halo forms above your head.
6 You rarely think about yourself, only others, even to your own detriment.
Vampire Quirks
d6 Quirk
1 Your skin is pale and your eyes are crimson.
2 Your teeth are sharp as knives.
3 You sleep either upside down or in a coffin.
4 You enjoy commanding others whenever you can.
5 Wild bats and wolves act friendly towards you.
6 You think that blood tastes nice.

Cursed Rites

If a cursed rite has prerequisites, you must meet them to learn it. You can learn the rite at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Abyssal Ritual

Prerequisite: 13th level

As an action, you can cast the summon greater demon spell, by expending 4d6 hit points. When you do so, you use your own blood as a component, meaning that you can form the circle on the ground if you so choose. You must expend 3d6 hit points at the start of each of your turns, or the effect ends.

Afflicted Adrenaline

Prerequisite: 17th level

As a bonus action, you can expend 5d6 hit points to block out most feelings of pain, in favor of intensifying the strength of your affliction. You gain resistance to all damage except for psychic, but when you expend hit points through an afflicted class feature, the number of hit points you expend is doubled. You must maintain concentration on this effect (as if it were a spell), and you must expend 4d6 hit points at the start of each of your turns, or the effect ends.

Among the Unholy

Prerequisite: 5th level

When you finish a long rest, you can choose to have your affliction warp your body into an unholy form. Choose one creature type from aberration, fiend (your choice of demon, devil, or yugoloth), or undead.

Your creature type changes from its normal type to that type, until the end of your next long rest.

Animate Blood

Prerequisite: 17th level

As an action, you can cast the conjure elemental spell, by expending 5d6 hit points. When you do so, you use your blood instead of an element, creating a water elemental that is the color of your blood. The elemental disappears if your concentration is broken, due to being connected to your blood. You must expend 4d6 hit points at the start of each of your turns, or the spell ends early.

Aura of Violence

Prerequisite: 9th level

As an action, you can expend 3d6 hit points to begin exuding an aura of corruption and violence in a radius of 30 feet. You must maintain concentration on this effect (as if it were a spell), and you must expend 2d6 hit points at the start of each of your turns, or the effect ends.

While the aura is active, creatures of your choice within 30 feet of yourself add your Constitution modifier (a minimum of +1) to their weapon damage rolls.

Blood Magic (1st Level)

When you choose this rite, you pick one spell of your choice from the blood magic spell list (found at the end of this document) of 1st level. You can cast that spell once by expending 1d6 hit points, and can do so again at the end of a long rest. Constitution is your spellcasting ability for that spell.

When you gain a level in this class, you can replace the spell you chose with another eligible one.

Blood Magic (2nd Level)

Prerequisite: 5th level

When you choose this rite, you pick one spell of your choice from the blood magic spell list (found at the end of this document) of 2nd level or lower. You can cast that spell once at 2nd level by expending 2d6 hit points, and can do so again at the end of a long rest. Constitution is your spellcasting ability for that spell.

When you gain a level in this class, you can replace the spell you chose with another eligible one.

Blood Magic (3rd Level)

Prerequisite: 9th level

When you choose this rite, you pick one spell of your choice from the blood magic spell list (found at the end of this document) of 3rd level or lower. You can cast that spell once at 3rd level by expending 3d6 hit points, and can do so again at the end of a long rest. Constitution is your spellcasting ability for that spell.

When you gain a level in this class, you can replace the spell you chose with another eligible one.

Blood Magic (4th Level)

Prerequisite: 13th level

When you choose this rite, you pick one spell of your choice from the blood magic spell list (found at the end of this document) of 4th level or lower. You can cast that spell once at 4th level by expending 4d6 hit points, and can do so again at the end of a long rest. Constitution is your spellcasting ability for that spell.

When you gain a level in this class, you can replace the spell you chose with another eligible one.

Blood Magic (5th Level)

Prerequisite: 17th level

When you choose this rite, you pick one spell of your choice from the blood magic spell list (found at the end of this document) of 5th level or lower. You can cast that spell once at 5th level by expending 5d6 hit points, and can do so again at the end of a long rest. Constitution is your spellcasting ability for that spell.

When you gain a level in this class, you can replace the spell you chose with another eligible one.

Bloodletting

Prerequisite: 5th level

When you fail a Constitution saving throw, you can expend 2d6 hit points to reroll that saving throw. If you do so, you must use the new roll.

If the saving throw was against an effect that would poison you or inflict you with a disease, then you have advantage on the reroll.

Bloodshot

When you take the Attack action with a ranged weapon, you can expend hit points equal to your Bloody Bane die. If the attack hits, then it deals additional damage equal to the die.

When you reach 5th level, you can choose to roll a lower amount of d6s, to a minimum of 1 die, when expending hit points. If you do so, then the additional damage dealt uses the same amount of lowered dice.

Bloody Reach

When you use your Bloody Bane feature, instead of rolling a number of d6s to expend hit points, you can choose to expend 6 hit points for each die. If you do so, then for the duration, your melee weapon attacks have a reach 10 feet greater than normal.

Bursting Muscles

Prerequisite: 5th level

As an action, you can cast enlarge/reduce (enlarge only) on yourself, by expending 2d6 hit points. When you do so, you must expend 1d6 hit points at the start of each of your turns, or the spell ends early.

Call of the Beast

Prerequisite: 13th level

As a bonus action, you can cast the guardian of nature spell, by expending 4d6 hit points. When you do so, you can only choose the Primal Beast form, and you must expend 3d6 hit points at the start of each of your turns, or the spell ends early.

Crimson Jinx

As an action, you can cast bane by expending 1d6 hit points. When you do so, you can only affect one creature with the spell, and you must expend 1d6 hit points at the start of each of your turns, or the spell ends early.

Dark Flight

Prerequisite: 9th level

As an action, you can cast fly on yourself, by expending 3d6 hit points. When you do so, you must expend 2d6 hit points at the start of each of your turns, or the spell ends early.

Day of the Dead

Prerequisite: 17th level

As an action, you can cast the danse macabre spell, by expending 5d6 hit points. When you do so, you must expend 4d6 hit points at the start of each of your turns, or the spell ends early.

Fallen Blessing

You learn the spare the dying and thaumaturgy cantrips. Constitution is your spellcasting ability for these spells.

Forbidden Power

When you make an ability check to make, maintain, or escape from a grapple, you can expend 1d6 hit points to gain a bonus to that check equal to the number of hit points you expended.

Pact of Blood

Prerequisite: 9th level

As an action, you can expend 3d6 hit points to curse a creature within 30 feet, linking its life with your own. You must maintain concentration on this effect (as if it were a spell), and you must expend 2d6 hit points at the start of each of your turns, or the effect ends. The effect also ends if the creature is affected by a remove curse spell.

Whenever you expend hit points (including the hit points used to maintain this effect), the creature must succeed on a Constitution saving throw, or take necrotic damage equal to the number of hit points you expended.

Reckless Bloodlust

Prerequisite: 9th level

When you use your Bloody Bane feature, you can choose to expend an additional 3d6 hit points. Until the end of your current turn, you have advantage on melee weapon attacks.

Reshape Skin

Prerequisite: 5th level

As an action, you can cast alter self by expending 2d6 hit points. When you do so, you must expend 1d6 hit points at the start of each of your turns, or the spell ends early.

Sanguine Puppeteer

Prerequisite: 17th level

As an action, you can cast dominate person by expending 5d6 hit points. When you do so, you must expend 4d6 hit points at the start of each of your turns, or the spell ends early. The spell also requires a Constitution saving throw, instead of a Wisdom saving throw.

When you cast this spell in this way, instead of only humanoids, you can choose any creature with blood. Constructs, elementals, oozes, and undead cannot be targeted by this spell.

Sanguine Vengeance

Prerequisite: 9th level

When a creature within 5 feet hits you with a melee attack, you can use your reaction and expend 3d6 hit points to make one melee weapon attack on the attacker.

Scent of Blood

Prerequisite: 13th level

As an action, you can expend 4d6 hit points to empower your ability to smell, granting you blindsight with a range of 30 feet. You must expend 1d6 hit points at the start of each of your turns, or the effect ends.

Sinister Strike

As a bonus action, you can cast wrathful smite by expending 1d6 hit points. When you do so, you must expend 1d6 hit points at the start of each of your turns, or the spell ends early.

Soul Step

Prerequisite: 5th level

While within 5 feet of a creature, you can expend 2d6 hit points to warp through the creature's soul, appearing within 5 feet of a different creature within 60 feet that you can see. Neither creature can be a construct or an ooze.

If either creature is unwilling, it can make a Constitution saving throw. If one or both of the creatures succeeds on its saving throw, then you do not teleport, but still expend hit points.

Spiritual Shield

Prerequisite: 9th level

As an action, you can cast the spirit guardians spell, by expending 3d6 hit points. When you do so, you must expend 2d6 hit points at the start of each of your turns, or the spell ends early.

The damage type of the guardians is your choice of bludgeoning, piercing, slashing, or any other damage types your Bloody Bane can manifest as.

Tendrils of Crimson

Prerequisite: 13th level

As an action, you can cast Evard's black tentacles by expending 4d6 hit points. When you do so, you must expend 3d6 hit points at the start of each of your turns, or the spell ends early.

Transfusion

Prerequisite: 9th level

As an action, you can touch a willing creature and transfuse either its blood into you, or your blood into it. A construct or undead creature cannot be affected by this feature.

If you choose to transfuse your blood into it, then you expend 3d6 hit points, and the creature regains an equal number of hit points. If you choose to transfuse its blood into you, then one condition affecting it now affects you, instead.

Weapon of Blood

Prerequisite: 5th level

As a bonus action, you can cast the shadow blade spell, by expending 2d6 hit points. When you do so, you create the weapon out of your life force, making its damage type bludgeoning, piercing, slashing, or any damage types that your affliction allows your Bloody Bane to take on (you choose when you form the weapon). The spell ends at the start of your next turn.

If you use your Bloody Bane feature, you can cast shadow blade as part of the same bonus action, expending 2d6 hit points as normal.

Wraith Form

Prerequisite: 17th level

As an action, you can cast the etherealness spell, by expending 5d6 hit points. When you do so, you must expend 4d6 hit points at the start of each of your turns, or the spell ends early.

Credits

This class was created by Blackbando, also known as /u/Dingo_Chungis.

Critique given by the Haven Discord!

Created in GMBinder!

Art Credits

Changelog

Version 1.1

  • New affliction: Curse of the Frozen
  • Cursed Rites now only ignore material components if they aren't consumed and have no cost; this wasn't a huge for the previous rites, but Blood Magic ignoring costly components would've been bad.
  • New Cursed Rites: Among the Unholy, Blood Magic (1st-5th Level), Day of the Dead
  • Sanguine Vengeance has been nerfed; now has a prerequisite of 9th level, and its cost is 3d6. I felt that it was currently too strong to get at 5th level and for only 2d6, considering you also have Extra Attack.
  • Sinister Strike also nerfed; you can no longer activate it and Bloody Bane with the same bonus action. I felt that it was too good, and made it kind of "mandatory" to take, when it didn't hurt your action economy at all. Now it's actually more of a choice to use.
 

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