The Pariah v3.3

by Jandor

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The Pariah

The Pariah

In a dimly lit cavern, a human man smiles as he finishes the last of the intricate seals on his arms. Standing, he extends his hands and a torrent of flames erupts from his palms, illuminating the cavern. The flesh bubbles and burns, but
the seal holds, successfully containing and channeling the power that he has bound to himself. Satisfied, the man lets the flames dissipate.

In the heart of a secluded chamber, an elven woman
sits within a ritual circle etched with intricate runes and glowing symbols, the perimeter adorned with blood-red
sigils. Her preparations were meticulous—every rune, every sigil, precisely placed. Sweat beads on her forehead as she chants an incantation in a forgotten tongue, focusing on a spectral entity struggling against invisible chains. She will bind this once powerful being and take its remaining
strength for herself.

It watched as the knights closed in around it, their boots crunching on the forest floor. A smile spreads across the
face of its prison of flesh, and with a violent, wet tear, the mortal form bursts open. Flesh and bone splitting wide
as black, writhing tendrils erupt into the air. It was free, unbound. But it would not last, the binding seals that had been shattered were already rebuilding themselves, trying to reform its prison of skin and bone and sinew. Its freedom, as always, would only be temporary. Later that evening, a male tiefling stands in a clearing surrounded by half a dozen dead knights, their blood soaking into the earth. And behind the man's empty eyes, something sinister grins.

The three characters described above are examples
of the outcasts known as Pariahs. By performing dark
rituals and binding forgotten powers, these desperate outsiders can obtain great and terrible power.

Forgotten Remnants

Remnants are the echoes of once-powerful entities, great beings who once commanded immense power in ages past. Now stripped of their strength through ancient curses, catastrophic battles, or the inexorable passage of time,
they have become mere shadows of their former selves.

These eldritch beings, overthrown sovereigns, and forgotten gods now linger between worlds, seeking some
way to regain but a fraction of their former power and glory. Though diminished, they retain fragments of their former strength, strength that can belong to a Pariah that dares
to seek them out and bind them.

Somber Fates

Often fueled by a need for revenge or the desire to achieve the impossible, a Pariah is driven by this desperate pursuit for power to seek out and bind a remnant. This dangerous path allows them to unleash great power, but at a great cost, burning away their own vitality to fuel their bound accomplice.

Yet they endure. They accept the strange whispers,
the pain, and the toll it takes on their body and soul. For a Pariah, their power is not a gift, it is something they took for themself, something they grasp with bloodied hands and hold tight no matter the cost.


Multiclassing and the Pariah

If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Pariah as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take your first level in Pariah, or to take a level in another class if you are already a Pariah.

Proficiencies Gained. If Pariah is not your initial class, you gain no proficiencies of any kind when you take your first level as a Pariah.

Creating your Pariah

When creating a Pariah, the most important thing to consider is why they would seek such a dangerous source of power. Were they the victim of a cruel lord and swore vengeance,
no matter the personal cost? Were they caught in a dire situation, where all hope seemed lost, and a remnant whispered to them with an irresistible promise of power?

Alternatively, maybe your Pariah turned to a remnant out
of sheer necessity, seeking the strength to protect loved
ones or survive in a hostile world?

Quick Build

You can make a Pariah quickly by using these suggestions. First, make Charisma your highest ability score, followed
by Constitution. Second, choose the hermit background.

  The Pariah
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell
Level
Seals
Known
1st +2 Rites, Supernatural Strike
2nd +2 Seal Magic, Vivify 2 2 1st
3rd +2 Remnant Form, Specialized Seals 2 3 1st 2
4th +2 Ability Score Improvement 3 3 1st 2
5th +3 Extra Attack 3 4 2nd 3
6th +3 Rite Feature 3 4 2nd 3
7th +3 Remnant Form (2) 3 5 2nd 4
8th +3 Ability Score Improvement 3 5 2nd 4
9th +4 Controlled Sacrifice 3 6 3rd 5
10th +4 Rite Feature 4 6 3rd 5
11th +4 Unbound Transformation 4 7 3rd 5
12th +4 Ability Score Improvement 4 7 3rd 6
13th +5 4 8 4th 6
14th +5 Rite Feature 4 8 4th 6
15th +5 Permanent Unbinding 4 9 4th 7
16th +5 Ability Score Improvement 4 9 4th 7
17th +6 4 10 5th 7
18th +6 Rite Feature 4 10 5th 8
19th +6 Ability Score Improvement 4 11 5th 8
20th +6 Sacrifice Mastery 4 11 5th 8

Class Features

As a Pariah, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per Pariah level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Pariah level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, History, Insight, Intimidation, Persuasion, Religion, and Stealth

Equipment

As a Pariah you start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) a sling
  • (a) a quarterstaff or (b) two daggers
  • (a) an explorer’s pack or (b) a scholar’s pack
  • Leather armor and one object used in your Rite

Alternately, if your group uses the starting wealth rule
to purchase equipment, Pariahs start with 2d4 x 10gp.


Rites

You have performed a set of sinister rites, and in doing so
you have created a set of seals that forever bind a powerful supernatural entity known as a Remnant to your soul.

At 1st level, you decide what type of rites you performed, those of the Cultist, the Demonologist, the Doctor, the Heretic, the Reliquarian, or the Wretched. Your choice
of Rite also determines which Remnant you have bound.

Your choice of Rites grants you features at 1st level, and
again when you reach 6th, 10th, 14th, and 18th level in
this class.

Supernatural Strike

Also at 1st level, you learn how to channel a portion of your bound remnant's power into a weapon, allowing it to strike with otherworldly force. As a bonus action, you can touch
a weapon that you are proficient with and infuse it with supernatural power.

While wielding this weapon, you can make a special type
of attack with it, known as a Supernatural Strike. When you attack with a supernatural strike, you use your Charisma modifier, instead of Strength or Dexterity, for the attack
and damage rolls.

This benefit lasts until you use this feature to empower a different weapon. You can only have one weapon empowered in this way at a time.

Seal Magic

At 2nd level, you learn how to draw out the power of your bound remnant in the form of spells. The Pariah spell list
is included at the end of this class.

Cantrips

You learn two Cantrips of your choice from the Pariah spell list, which can be found at the end of this class description.

You learn another Pariah Cantrip at 4th and 10th levels.

Sacrifice Dice

To cast a Pariah spell of 1st-level or higher, you must roll
at least one Sacrifice Die, which is a d6. The first time you cast a Pariah spell, you roll one Sacrifice Die. The amount
of Sacrifice Dice rolled increases by one for each spell cast
in this manner. For example, when casting your third spell, you would roll 3d6. This count resets when you finish a
short or long rest.

When you roll a Sacrifice Dice, you reduce your maximum
hit points by the total. This reduction cannot be lessened
or negated in any way. If this would reduce your hit point maximum to 0 or less, you do not reduce your maximum
hit points and the spell fails.

At the end of your next long rest, any reduction to your hit point maximum from Sacrifice Dice returns to normal.

Spell Level

Your Pariah level limits the potency of spells that you can produce, as shown in the Spell Level column of the Pariah Table. All of your spells are cast at the level of your Spell Level. For example, if you are 5th level Pariah and you cast the 1st-level spell bane, you cast it as a 2nd-level spell.

Spells Known of 1st-level and Higher

At 2nd level, you learn two 1st-level spells of your choice
from the Pariah spell list at the end of this class description.

The Spells Known column of the Pariah table shows when you learn additional Pariah spells of your choice of 1st-level or higher. All spells you learn must be of a level equal to
your Spell Level or lower. As an example, when you reach
5th level as a Pariah, you can learn one new Pariah spell
of either 1st or 2nd-level.

Additionally, when you gain a level in
this class, you can choose one of
the Pariah spells you know and
replace it with another spell from
the pariah spell list, which must also
be of a level equal to your spell level or lower.

On Hit Points & Sacrifice

A reduction to your hit point maximum from Sacrifice Dice cannot be lessened, negated, or undone by any means, except when a Pariah
feature specifies otherwise.

Rite Spells

Each sets of Rites has a list of Rite Spells you learn at the Pariah levels noted in your Rites description. Your Rite Spells count as Pariah spells for you and do not count against your total number of Pariah Spells Known. You cannot replace them with other Pariah spells.

Spellcasting Ability

Charisma is your spellcasting ability for your Pariah spells, as you are using your will to draw out the power of the Remnant bound to you. You use Charisma when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, and when making a spell attack roll.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

As you use the Remnant you've bound to your soul to produce spells, your body functions as your spellcasting focus for your Pariah spells. You must have a free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell
or have a gold cost.

Vivify

Also at 2nd level, you learn how to restore some of the
vitality that is lost when you channel your remnants power.

When you spend one or more Hit Dice to regain hit points,
            you also increase your hit point maximum by the same
            amount. This increase in hit points cannot exceed
your normal total.

Remnant Form

At 3rd level, you learn how to
release the seals that bind your
remnant, transforming yourself
into a creature that resembles its
original form. As a bonus action, you
can transform into the Remnant Form
associated with your Rite.

You can remain in your Remnant Form
for up to 1 minute. You can revert to your
normal form earlier by using a bonus action
on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following
rules apply:

  • Your game statistics are replaced by the
    statistics in your Remnant Form stat block,
    but you retain your ability scores. You also retain
    all of your skill and saving throw proficiencies, in
    addition to gaining those of your remnant.
  • When you transform, you assume your Remnant
    Forms hit points (see 'Remnant Hit Points' below).
    When you revert to your normal form, you return
    to the number of hit points you had before you transformed. If you revert as a result of dropping
    to 0 hit points, any excess damage carries over to
    your normal form.
  • You retain the benefit of any features from your
    class, race, or other source and can use them if
    your Remnant Form is physically capable of doing so.
  • When you roll Sacrifice Dice while in your Remnant Form, you reduce your Remnant Forms hit points by
    the result of the roll, instead of your normal forms hit point maximum. If this reduces your Remnant Form
    to 0 hit points, any excess damage reduces your hit
    point maximum as normal.
  • When you transform, your equipment merges into your Remnant Form. Your Remnant benefits from the magical properties of attuned items that you are wearing or wielding, but not their mundane properties.
        For example, if you are attuned to and wielding a +1 club, your Remnant Form gains a +1 bonus to its attack and damage rolls, but it does not use the clubs damage die.

Once you transform into your Remnant Form, you can't
do so again until you finish a short or long rest.

Remnant Hit Points

Your remnant gains power from your sacrifices. When
you roll Sacrifice Dice while in your normal form, your remnant gains hit points equal to the total result of the
roll + your Constitution modifier.

Your Remnant Form cannot gain hit points from any
other source, and you can't transform into your Remnant Form when it has 0 hit points. Your Remnant Forms hit points persist until the end of your next long rest.

Additionally, as an action, you can choose to roll Sacrifice Dice as if casting a Pariah spell. When you roll Sacrifice Dice in this way, you add your Constitution modifier to every die when calculating how many hit points your Remnant gains.


Remnant Form Appearance

You determine your Remnant's appearance, but this has no effect on its abilities. Your remnant is likely otherworldly in appearance, but all of them are at least vaguely humanoid in shape.

Improved Transformation

When you reach 7th level in this class, your Remnant Form transformation lasts for 10 minutes, and it only ends early
if it is reduced to 0 hit points, or if you use a bonus action
to revert to your normal form.

Finally, you can transform into your Remnant Form twice, and you regain all expended uses when you finish a short or long rest.

Specialized Seals

You have learned how to create specialized binding seals, granting you a greater degree of control over your remnants powers.

Also at 3rd level, you create two seals of your choice from the list at the end of this class. When you gain certain Pariah levels, you create additional seals of your choice, as shown in the Seals Known column of the Pariah table. If a seal has a prerequisite, like a certain type of Rite or a certain Pariah level, you must meet those prerequisites to create it.

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

Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, if you use your action to cast a Pariah spell, or activate a spell you are concentrating on (such as witch bolt), you can attack with a supernatural strike as a bonus action on that turn.

Finally, when you attack with a supernatural strike, your damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Controlled Sacrifice

At 9th level, when you roll a 1 or 6 on a Sacrifice Die, you can reroll the die. You must use the new roll, even if the new roll is a 1 or a 6.

Unbound Transformation

The innately magical nature of your bound remnant surges through you when you transform. At 11th level, when you transform into your Remnant Form you can cast one Pariah Spell you know as part of your transformation. The spell must have a casting time of one action, or one bonus action.

This spell does not require the use of any Sacrifice Dice, and does not count toward determining the number
of Sacrifice Dice required for future spells.

Finally, while you are in your Remnant Form, you have advantage on saving throws against spells and other overtly magical effects.

Permanent Unbinding

When you reach 15th level in this class, your mastery of your Remnant Form allows you to maintain it indefinitely. Your transformation only ends if your Remnant Form is reduced
to 0 hit points, or if you use a bonus action to revert to your normal form.


Sacrifice Mastery

At 20th level, you have gained mastery over the blood sacrifices that you use to fuel your remnant. When you roll Sacrifice Dice, you can choose the result of each die instead of rolling.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Pariah Rites

You have bound a powerful extraplanar or supernatural
entity to your soul. The specific remnant that you have bound depends on which set of rites you used, as shown below:

Rites of the... Remnant
Cultist Aberration
Demonologist Demon
Doctor Abomination
Heretic Celestial
Reliquarian Lich
Wretch Swarmheart

Remnants Goals

When you decide what rites were performed, you can also decide what personality traits, alignment, and goals your remnant has. To decide on a goal for your remnant, you
can either choose your own or roll a d4.

d4 Entities Goal
1 This remnants goals align with your own, it offered
you its power as freely as it could.
2 This vengeful remnant wishes to exact its
revenge on those who wronged it.
3 This manipulative remnant constantly seeks to
corrupt you, hoping to eventually take control.
4 You bound this malicious remnant against its will,
and it wishes for your death so that it may be free.

Cultist

You have consorted with insane elder gods and unknowable entities that lurk in the dark between the stars, and you have emerged forever changed. Now bound to an eldritch remnant from a plane of madness, you wield unsettling powers that defy the natural order.

Partial Unsealing

1st-level Cultist Rites Feature
You can use a bonus action to transform one of your
arms into a writhing tentacle until the end of your turn.
The tentacle has a reach of 10 feet and can use a one-handed weapon to make a Supernatural Strike. It can also perform tasks as a normal arm would, but it is unfit to wield shields.

Finally, when you attack with a supernatural strike, you can choose to deal cold damage on hit.

Whispered Thoughts

1st-level Cultist Rites Feature
You can telepathically communicate with any creature you can see within 60 feet. You don’t need to share a language, but the target must speak at least one language to respond.

You can only communicate with one creature at a time.

Aberrant Spells

2nd-level Cultist Rites Feature
You gain the following Rite Spells at the Pariah levels below.

Pariah Level Spell
2nd Arms of Hadar, Dissonant Whispers
5th Darkness, Detect Thoughts
9th Fear, Hunger of Hadar
13th Evard's Black Tentacles, Summon Aberration**
17th Cone of Cold, Negative Energy Flood

Aberrant Form

3rd-level Cultist Rites Feature
You can assume the form of the Aberration within. When you transform, you use the Aberration stat block on this page.



Aberration

Medium Aberration (shapeshifter)


  • Armor Class 12 + your Constitution modifier + Charisma modifier
  • Speed 30 ft.

  • Skills Arcana, History
  • Damage Resistances Cold, Psychic
  • Senses darkvision 120 ft.
  • Languages Deep Speech, the languages you know

Eldritch Domain. The area in a 20-foot-radius
around you writhes with otherworldly tentacles,
You can make a Tentacle attack against a creature
or object in this area as if it was within reach.

Actions

Tentacle. Melee Supernatural Strike: Range Special, one target. Hit: 3d8 bludgeoning or cold damage.
On hit, a creature that is equal size or smaller must succeed on a Dexterity saving throw against your Spell Save DC or be grappled.
    You can grapple a number of creatures equal to your Constitution modifier. As an action, a grappled creature can make a Strength saving throw against your Spell Save DC, escaping on a success.

When you are grappling one or more creatures, you can only move up to half of your movement speed. You can use your remaining movement speed to move one or more creatures grappled by you.
    A grappled creature is automatically freed if it
is moved outside your eldritch domain.

Grasping Tentacles

6th-level Cultist Rites Feature
When a creature first enters the area affected by your Remnant Form's eldritch domain feature, you can choose
to have your tentacles impede their movement (no action required). That creature treats the area affected by your eldritch domain as difficult terrain.

Restraining Tentacles

10th-level Cultist Rites Feature
The strength of your otherworldly tentacles grows. When
you are in your Remnant form and you hit a creature that
is already grappled as a result of your tentacle action, that creature becomes restrained instead of grappled.

As an action, a restrained creature can make a Strength saving throw against your Spell Save DC, ending both the grappled and restrained conditions on a success.

Draining Tentacles

14th-level Cultist Rites Feature
Your eldritch tentacles sap the vitality of their victims. While a creature is restrained by your tentacles, it has disadvantage on saving throws against your Pariah spells.

Eldritch Tentacles

18th-level Cultist Rites Feature
Your remnants ability to warp the world around it has grown. Your eldritch domain gains the following benefits:

  • The size of your domain increases to a 30-foot radius.
  • Creatures cannot hide from you in your eldritch domain.
  • Creatures that are grappled or restrained by your tentacles are vulnerable to cold damage.

Demonologist

You have been bound to an incarnation of malevolence, a demon that revels in chaos and destruction for its own sake. It is the essence of malice and mayhem, and a pariah that dares to bind this entity risks unleashing a whirlwind of uncontrollable violence.

Conflagration

1st-level Demonologist Rites Feature
When you roll a 1 or 2 on a damage die for an attack or spell that does fire damage, you can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2.

Finally, when you attack with a supernatural strike, you can choose to deal fire damage on hit.

Unnerving Aura

1st-level Demonologist Rites Feature
The aura of the demon bound to your soul bleeds out.
You gain proficiency in Intimidation, and whenever you make a Charisma (Intimidation) ability check you can treat a roll of 7 or lower on the d20 as an 8.



Demon

Medium Fiend (shapeshifter)


  • Armor Class 10 + your Constitution modifier +
    your Charisma modifier
  • Speed 40 ft.

  • Skills Intimidation
  • Damage Resistances Cold, Fire
  • Senses darkvision 120 ft.
  • Languages Abyssal, the languages you know

Reckless Rend. When you hit with a rend attack, you can choose to score a critical hit. If you do so, you are vulnerable to all damage types until the start of your next turn.

Actions

Rend. Melee Supernatural Strike: Range 5 feet,
one target. Hit: 3d8 + your Charisma modifier
fire or slashing damage.

Abyssal Spells

2nd-level Demonologist Rites Feature
You gain the following Rite Spells at the Pariah levels below.

Pariah Level Spell
2nd Burning Hands, Hellish Rebuke
5th Heat Metal, Scorching Ray
9th Fireball, Summon Lesser Demons*
13th Fire Shield, Wall of Fire
17th Immolation*, Telekinesis

Demonic Form

3rd-level Demonologist Rites Feature
You can assume the form of the Demon. When you transform, you use the Demon stat block above.

Sea of Flames

6th-level Demonologist Rites Feature
While you are in your Remnant Form, you can use your action to create a wave of abyssal fire. Each creature within
a 20-foot cone originating from you must make a Dexterity saving throw. On a failed save, a target takes fire damage equal to the amount of hit points your Remnant Form currently has. A target takes half as much damage on
a successful save.

Wicked Flames

6th-level Demonologist Rites Feature
You burn with the demonic power of the abyss. Fire damage from your attacks and spells ignores resistance to fire damage and treats immunity to fire damage as resistance.

Violent Vitality

10th-level Demonologist Rites Feature
Your bound demon gains vitality from blood and carnage. When you score a critical hit with your Remnant Form's
Rend action, you gain temporary hit points equal to the damage dealt.

Abyssal Fires

14th-level Demonologist Rites Feature
Your Remnant Form gains immunity to fire damage. Additionally, while you are in your Remnant Form,
fire damage from your attacks and spells ignores
immunity to fire damage.

Unrelenting

18th-level Demonologist Rites Feature
Your demonic remnant is relentless in battle.
While in your Remnant Form, you can attack
three times, instead of twice, when you attack
with a supernatural strike on your turn.


Monster

Medium Monstrosity (shapeshifter)


  • Armor Class 12 + your Constitution modifier +
    your Charisma modifier
  • Speed 40 ft., Climbing 40 ft.

  • Skills Athletics
  • Damage Resistances Acid, Poison
  • Senses darkvision 120 ft.
  • Languages The languages you know

Monstrous Strength. Whenever you make a Strength (Athletics) check, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1).
    Additionally, when you are forced to make a Strength saving throw you can choose to make
a Charisma saving throw instead.

Actions

Grab Melee Supernatural Strike: Range 5 feet,
one target. Hit: 2d8 + your Charisma modifier bludgeoning damage. On hit, you grapple a target that is one size larger than you or smaller.

Doctor

You have performed a sinister alchemical experiment on yourself, forming a monster that now dwells within your
very soul.

Whether you performed this experiment by choice or
under duress, you now find yourself irrevocably altered, forever wrestling with a darker persona—a monster driven
by primal instincts and capable of terrifying strength.

Medical Practitioner

1st-level Doctor Rites Feature
Over the course of your experimentations, you developed
a strong knowledge of medical practices. You gain proficiency in the Medicine skill, and when you expend a hit die as part of a short rest, you can roll it twice and take the higher result.


Skilled Alchemist

1st-level Doctor Rites Feature
Your manic experimentation has led you to start crafting potent Concoctions that mimic the effects of powerful spells:

Concoctions Known. You learn to craft two Concoctions of your choice from the list of Doctors concoctions at the end of this set of Rites. You learn one additional Concoction at 6th level, and another at 10th, 14th, and 18th levels.

Additionally, during each long rest, you can spend 1 hour experimenting. Choose one of the Concoctions you know and replace it with another from the list of Doctors concoctions.

Creating a Concoction. During each long rest, you can spend 1 hour using alchemist's supplies to create individual Tiny vials that contain one copy of each Concoction that you know. A Concoction produces its spell at your current Pariah Spell Level, and all effects of the Concoction are chosen when it is created. Your Concoctions become inert and unusable at the end of your next long rest.

As an action, you can use alchemist's supplies to craft one vial of one Concoction you know by rolling Sacrifice Dice, as if casting a pariah spell.

Using a Concoction. Any creature can take the Use an Object action to drink one of your Concoctions or administer one to a target within reach, or throw a Concoction at a point it can see within 30 feet. When thrown, an Elixir produces its spell effect at its point of impact. Elixirs use your Pariah Spellcasting Ability.

Concentration. If a Concoction produces a spell that requires concentration, it does not require concentration,
but instead only lasts for three rounds (or fewer if dispelled).
If a creature drinks a Concoction it can concentrate on the spell as normal.

Finally, due to your skills as an alchemist, you are proficient with Alchemist's Tools, and when you attack with a supernatural strike, you can choose to deal poison
damage on hit.

Alchemical Spells

2nd-level Doctor Rites Feature
You gain the following Rite Spells at the Pariah levels below.

Pariah Level Spell
2nd Detect Poison and Disease, Grease
5th Alter Self, Shatter
9th Intellect Fortress, Stinking Cloud
13th Blight, Polymorph
17th Contagion, Skill Empowerment

Monstrous Form

3rd-level Doctor Rites Feature
You can assume the form of the monster within, which
uses the Monster stat block on the previous page.

Monstrous Grappler

6th-level Doctor Rites Feature
The strength and speed of the monster within grows even more formidable. While you are in your Remnant Form,
your movement speed is no longer halved when you are grappling a creature.

Brutal Combatant

6th-level Doctor Rites Feature
While you are in your Remnant Form, your supernatural strikes score a critical hit on a roll of 19 or 20.

Additionally, while in your Remnant Form, you can use a bonus action to slam a creature you are grappling into the ground. The target takes 2d8 bludgeoning damage, and you can end the grappled condition (no action required) leaving
the target prone.

Revitalizing Concoctions

10th-level Doctor Rites Feature
Your concoctions have a revitalizing effect on those who drink them. When a creature drinks one of your Concoctions, they gain temporary hit points equal to your Pariah level.

Incredible Force

14th-level Doctor Rites Feature
While you are in your Remnant Form and you score a
critical hit with a supernatural strike, you gain a bonus
to the damage roll equal to your level in this class.

Additionally, while in your Remnant Form, your supernatural strikes score a critical hit on a roll of 18-20.

Immense Durability

18th-level Doctor Rites Feature
The durability of your remnant has grown truly monstrous. While you are in your Remnant Form, at the start of each of your turns your Remnant Form gains hit points equal to your Constitution modifier. Your Remnant Form cannot gain more hit points than it had when you first transformed.

Doctor's Concoctions

Here is the list of Concoctions available for Doctors to learn. All Concoctions you learn must be of a level equal to your Spell Level or lower.

  1st Level
  •     Armor of Agathys
  •     Bless
  •     Cure Wounds
  •     Detect Poison & Disease
  •     Disguise Self
  •     Fog Cloud
  •     Grease
  •     Heroism
  •     Jump
  •     Sleep
  2nd Level
  •     Aid
  •     Barkskin
  •     Blindness/Deafness
  •     Darkvision
  •     Dragon's Breath
  •     Enhance Ability
  •     Enlarge/Reduce
  •     Invisibility
  •     Lesser Restoration
  •     Spider Climb
  3rd Level
  •     Animate Dead
  •     Daylight
  •     Fireball
  •     Gaseous Form
  •     Haste
  •     Remove Curse
  •     Stinking Cloud
  •     Water Breathing
  4th Level
  •     Banishment
  •     Freedom of Movement
  •     Giant Insect
  •     Greater Invisibility
  •     Polymorph
  •     Sickening Radiance
  5th Level
  •     Cloudkill
  •     Immolation
  •     Skill Empowerment
  •     True Seeing

Celestial

Medium Celestial (shapeshifter)


  • Armor Class 12 + your Constitution modifier +
    your Charisma modifier
  • Speed 30 ft., fly 30 ft.

  • Skills Insight, Religion
  • Damage Resistances Poison, Radiant
  • Senses darkvision 120 ft.
  • Languages Celestial, the languages you know

Celestial Ward. When you transform into the Celestial, creatures of your choice that you can see within 15 feet of you gain temporary hit points equal to your Pariah level.

Actions

Celestial Spear. Melee Supernatural Strike: Range
10 feet, one target. Hit: 2d8 + your Charisma modifier piercing or radiant damage.

Heretic

The Heretic uses a lost or heretical religious rite to bind
a powerful agent of the heavens.

Whether said celestial sought out the heretic as a conduit through which they could act beyond their remit, or whether they were ensnared in the pariahs heresy against their will, the result is a powerful unholy union that grants the heretic fearsome divine might.

Heretical Knowledge

1st-level Heretic Rites Feature
As you learned to tread the path of the heretic, you spent
a large amount of time deeply immersing yourself in all manner of religious lore.

You gain proficiency in the Religion skill, and whenever
you make an Intelligence (Religion) check, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1).

Apostate's Touch

1st-level Heretic Rites Feature
You can use the heavenly power of your bound remnant
to protect the injured. As an action you can touch a creature
and roll Sacrifice Dice, as if you were casting a spell. That creature then gains temporary hit points equal to twice the total result of the roll + your Constitution modifier. Once
you reach 3rd-level in this class, your remnant also gains
hit points equal to the total result of your Sacrifice Dice roll
+ your Constitution modifier.

Finally, when you attack with a supernatural strike, you
can choose to deal radiant damage on hit.


Apostates Spells

2nd-level Heretic Rites Feature
You gain the following Rite Spells at the Pariah levels below.

Pariah Level Spell
2nd Detect Evil and Good, Sanctuary
5th Aid, Lesser Restoration
9th Remove Curse, Lightning Bolt
13th Aura of Purity, Banishment
17th Hallow, Wall of Light

Celestial Form

3rd-level Heretic Rites Feature
You can assume the form of your bound celestial. When
you transform, you use the Celestial stat block to the left.

Protective Ward

6th-level Heretic Rites Feature
The power of your remnants protective ward continues to grow. When a creature has temporary hit points provided
by your apostate's touch feature or your Remnant Forms celestial ward feature, it can add your Charisma modifier (minimum of +1) to saving throws.

Blessed Ward

10th-level Heretic Rites Feature
While a creature has temporary hit points provided by your apostate's touch feature or your Remnant Forms celestial ward feature, they are considered to be under the effect of
the bless spell (no concentration required).

Additionally, while you are in your Remnant Form, your apostate's touch feature can be used as a bonus action, and you can reduce the damage from using Sacrifice Dice by an amount equal to your Constitution modifier.

Zealous Ward

14th-level Heretic Rites Feature
While a creature has temporary hit points provided by
your apostate's touch or celestial ward features it can't
be frightened.

Heavenly Ward

18th-level Heretic Rites Feature
The range of your celestial ward features increases to 30 feet and creatures affected by it gain an additional temporary hit points equal to twice your Pariah level.

Reliquarian

You have become the living reliquary for a fallen master
of undeath. This ancient mage was once a sovereign of forbidden arcana, and though its phylactery lies shattered,
it endures through you. Bound together by a dark
ritual, you channel its arcane knowledge and
necromantic power.

Magick Boon

1st-level Reliquarian Rites Feature
You learn a single cantrip of your choice from the Wizard spell list. This cantrip doesn’t count against the number of Pariah cantrips that you know.

Thaumaturge

1st-level Reliquarian Rites Feature
You gain proficiency in the Arcana skill, and whenever you make an Intelligence (Arcana) check, you gain a bonus to
the roll equal to your Charisma modifier (minimum of +1).

Additionally, when you attack with a supernatural strike, you can choose to deal necrotic damage on hit.

Undead Form

3rd-level Reliquarian Rites Feature
You can assume the form of the Lich that you have bound. When you transform, you use the Lich stat to the right.

Reliquarian's Grimoire

6th-level Reliquarian Rites feature
Your connection to your bound remnant has granted you a more fundamental understanding of magic. You maintain
a grimoire from which you can prepare spells:

Grimoire. You gain a grimoire that contains a number of spells of your choice equal to your number of Spells Known, which replace your current Spells Known. You choose these new spells from the Pariah or Wizard spell list, but they must be of a level equal to your Spell Level or lower. You determine your Grimoire's appearance, but it must be a Tiny item that is capable of storing written information.

If your Grimoire is lost or destroyed, you can use your Remnant's recollection to recreate it. By spending 8 hours
in focused meditation and magical transcription, you restore it with all previously recorded spells.

Preparing Spells. You prepare the list of Pariah spells
that are available for you to cast. To do so, choose a number of Pariah spells from your Grimoire equal to your Charisma modifier + half your Pariah level. These are the only spells you can cast until you prepare other spells, and while prepared they count as Pariah spells for you.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Pariah spells requires time spent studying your grimoire: at least 1 minute per
spell level for each spell on your list.

Ritual Spells. You can cast the ritual version of any spell
in your Grimoire, even if you do not have the spell prepared.

Learning New Spells. Whenever you gain a Pariah level, you add another Pariah or Wizard spell of your choice to your Grimoire. You can also copy any Wizard spell from a spell scroll or Spellbook into your Grimoire by spending 1 hour and 10 gold for rare inks, per spell level

Any spell that you add to your Grimoire must be of
a level equal to your spell level or lower.



Lich

Medium Undead (shapeshifter)


  • Armor Class 12 + your Constitution modifier +
    your Charisma modifier
  • Speed 30 ft.

  • Skills Arcana, History
  • Damage Resistances Force, Necrotic
  • Senses darkvision 120 ft.
  • Languages The languages you know

Potent Spells. Whenever you deal damage with a Pariah spell, you add your Charisma modifier (minimum of +1) to one damage roll.

Undead Arcanum. The Lich has a single spell slot
with which it can cast Pariah spells. This spell slot
is the same level as your Spell Limit. You regain
an expended spell slot when you transform into
the Lich.

Actions

Raw Magic. Ranged Supernatural Strike: Range 60 feet, one target. Hit: Xd4 force damage, where X
is the number of times you have rolled Sacrifice
Dice since your last short or long rest.

Unnatural Magician

10th-level Reliquarian Rites Feature
Manipulating the weave of magic comes easily to your bound remnant. Whenever you cast a Pariah spell while you are in your Remnant Form, your Remnant Form gains temporary hit points equal to your Charisma modifier.

Extinguish

10th-level Reliquarian Rites Feature
Your bound remnants hatred for the living leaks out.
If a living creature starts its turn within 30 feet of you, you can attempt to snuff out its life (no action required). If that creature has 5 hit points or fewer, it dies instantly.

Master of Magic

14th-level Reliquarian Rites feature
Your Remnant has grown into a conduit for deeper arcane power. It learns one 6th-level spell of your choice from the Wizard spell list, which counts as a Pariah spell for you. Additionally, the spell slot granted by your Remnant’s
Undead Arcanum feature becomes a 6th-level slot.

When you reach 18th level in this class, your Remnant learns one 7th-level Wizard spell of your choice, and the
spell slot from your Remnant’s Undead Arcanum becomes
a 7th-level slot.

Master Reliquarian

18th-level Reliquarian Rites feature
Death is no longer the end for you. When you finish a long rest you can choose to create a Reliquary. You can determine your Reliquaries appearance, but it must be a Tiny item. You can only have one Reliquary at a time and if you create a new Reliquary, your previous one ceases to function.

If you die, you will reform with 1 hit point in an unoccupied space of your choosing within 5 feet of your Reliquary. Your Reliquary is then destroyed.

Wretch

You have bound the core of a dying swarm to your soul. Whether it was some strange eldritch abomination or
the last vestiges of some forgotten insect god, the result is
the same. You have become a wretched thing. A living nest for countless creatures that squirm beneath your skin, and chew at the edges of your mind. Yet you endure; the hive and the host made one.

Grotesque Host

1st-level Wretch Rites Feature
You are host to countless crawling things—beetles, worms,
or worse. These creatures respond to your will, forming into swarms that obey your commands.

When you finish a long rest, you create a number of Swarms inside your body equal to your current limit
(see below). Your Swarms use the stat block to the right.

As an action, you can summon one of your Swarms into
an unoccupied space you can see within 5 feet of you.
A Swarm shares your turn in combat. It obeys your
mental commands, moving, attacking, and using its
reaction as directed. A Swarm remains until it is
destroyed, or until you use an action to dismiss it.
A Swarm regains all of its hit points when you
complete a short or long rest.

If a Swarm is destroyed, you can
replace it by spending 1 minute
touching the corpse of a corporeal
creature. Your bound remnant
consumes the body, and you
regain one expended Swarm.

You can have a maximum
of one Swarm. This limit
increases to two at 6th-level,
three at 10th-level, four at
14th-level, and lastly, to
five at 18th-level.


Swarm

Medium Swarm of tiny beasts, Any Alignment


  • Armor Class 10 + your Charisma modifier
  • Hit Points Equal to your Pariah Level
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Vulnerabilities Special
  • Damage Resistances Special
  • Condition Immunities Charmed, Frightened, Grappled, Poisoned, Prone
  • Senses Darkvision 60 ft.
  • Languages The languages you know

Distributed Form. The Swarm is resistant to damage from single target attacks and vulnerable to damage from sources that affect multiple spaces.

Soul Link. The Swarm uses your Charisma score
in place of its own.

Swarm. The Swarm can occupy another creature's space and vice versa, and the Swarm can move through any opening large enough for a Tiny insect. The Swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Supernatural Strike: Range
5 feet, one target. Hit: 1d8 piercing damage.


Swarmheart

Medium Swarm of tiny beasts (shapeshifter)


  • Armor Class 10 + your Constitution modifier +
    your Charisma modifier
  • Speed 30 ft., climb 30 ft.

  • Vulnerabilities Special
  • Damage Resistances Special
  • Condition Immunities Grappled, Prone, Restrained
  • Senses darkvision 120 ft.
  • Languages The languages you know

Distributed Form. The Swarmheart is resistant to damage from single target attacks and vulnerable
to damage from sources that affect multiple spaces.

Swarm. The Swarmheart can occupy another creature's space and vice versa, and the Swarmheart can move through any opening large enough for a Tiny insect.

Swarm Lord. When you transform into the Swarmheart, you can summon all your Swarms in unoccupied spaces that you can see within 15 feet of you.

Actions

Swarming Sting. Supernatural Strike: Range 5 feet, one target. Hit: 2d8 piercing or poison damage.

Horrid Sustenance

1st-level Wretch Rites Feature
As the swarm feeds on your foes, you can feed on the swarm. As an action you can consume one of the swarms residing inside you and roll a d6, gaining hit points equal to the result + your Constitution modifier. You also gain temporary hit points equal to the result.

Finally, when you attack with a supernatural strike,
you can choose to deal poison damage on hit.

Swarm Spells

2nd-level Medium Rites Feature
You gain the following Rite Spells at the Pariah levels below.

Pariah Level Spell
1st Cause Fear, Ray of Sickness
5th Darkness, Web
9th Enemies Abound*, Stinking Cloud
13th Blight, Giant Insect
17th Cloudkill, Insect Plague

Swarm Form

3rd-level Medium Rites Feature
You can assume the form of the heart of the swarm that you have bound. When you transform, you use the Swarmheart stat block on this page.


Swarming Mass

6th-level Medium Rites Feature
While you are in your Remnant Form, you can merge with your Swarms to create a swirling horde of insects. As long
as a Swarm is within 5 feet of you, or within 5 feet of another Swarm that is within 5 feet of you, it is considered part of the Swarming Mass.

When you or a Swarm in the Swarming Mass takes damage from a source other than the use of Sacrifice Dice, you can distribute that damage in any way between yourself and any number of other Swarms in the mass.

Any creature that receives a portion of the damage also suffers any additional effects, as if it had been hit directly by the original attack.

Distracting Swarm

10th-level Wretch Rites Feature
Your Swarm can torment and distract your foes. When a creature makes an attack roll against a creature that occupies the same space as your Remnant Form or one of your Swarms, the attack roll is made with advantage.

Evolving Swarm

10th-level Wretch Rites Feature
Your Remnant Form and your Swarms both gain a flying speed of 30 feet.

Of My Flesh

14th-level Wretch Rites Feature
You can spend 10 minutes in meditation, letting
your hungering Remnant feast on your own vitality.

When you do so, you can spend one Hit Die to create a new Swarm. A Swarm created in this manner gains a bonus to its hit points equal to one roll of your Hit Die + your Constitution modifier.

Alternatively, you can spend 10 minutes in meditation to instead spend a Hit Die and reinforce an existing Swarm.

Endless Swarm

18th-level Wretch Rites Feature
The growth of your remnants swarm is without end. When you transform into your Remnant Form, if you have less than your maximum amount of Swarms, you gain additional Swarms up to your maximum. These additional Swarms are destroyed when your transformation ends.

Pariah Seals

Below is the list of Seals that a Pariah can learn. If a Seal
has a prerequisite, like a Pariah level, you can learn that Seal at the same time that you meet any prerequisites it may have.

Blood Shield

As a reaction, which you can take after you take damage
from an attack or other effect, you can gain temporary hit points equal to your Constitution modifier.

Forceful Strike

You use the power of your remnant to wrap your weapon in pure magical force. When you attack with a supernatural strike, you can choose to deal force damage on hit.

Mind Shield

You are immune to the charmed condition and you cannot
be put to sleep by magic.

Minor Magick

This seal allows you to safely draw out a small portion
of your bound remnants magical power. You learn two additional cantrips of your choice from the Pariah spell list.

You can learn this Seal more than once, but you must select two different cantrips each time you learn it.

Resilient Vessel

You draw out some of resilience of your bound remnant.
So long as you are not wearing armor or a shield your
Armor Class is equal to 10 + your Dexterity modifier
+ your Charisma modifier.

Silver Tongue

You gain proficiency in the Deception and Persuasion skills.

Unusual Insight

The perspective gained from the long existence of your bound remnant grants you special insight into peoples motives. You gain proficiency in the Insight skill, and whenever you make
a Wisdom (Insight) check, you can choose to use your Charisma in place of Wisdom for that ability check.


Permanent Seals

Creating a seal involves making permanent changes (mutilations, scars, tattoos) to a Pariah's body. Choose carefully as a seal cannot be undone later.

Martyr's Smite

Prerequisite: 5th level Pariah
You create a seal that allows you to empower your supernatural strikes. Once per turn, when you hit with a supernatural strike, you can roll Sacrifice Dice, as if casting
a Pariah spell, and add the result to the damage dealt.

You can only add a number of dice up to your current Pariah level to the damage. If you roll more dice than this limit, you choose which dice are applied.

Flesh Reshaping

Prerequisite: 5th level Pariah
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, height, weight, and sex.

You can also make yourself appear as a member of another race, though none of your game statistics change. You must adopt a form that has the same basic arrangement of limbs that you have, and your clothing and equipment aren’t changed by this seal. You stay in the new form until you
use an action to revert to your true form or until you die.

Life Drinker

Prerequisite: 5th level Pariah
When a creature that you can see dies within 30 feet of you, you can use your reaction to gain temporary hit points equal to your Charisma modifier (minimum of 1).

Otherworldly Strength

Prerequisite: 5th level Pariah
You unseal a significant portion of your remnants physical strength. Whenever you would normally make a Strength check or saving throw, you can choose to use your Constitution in place of Strength for that ability
check or saving throw.

Physical Resistance

Prerequisite: 5th level Pariah
This seal allows you to unleash more of the innately magical nature of your bound remnant. Your Remnant Form gains resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Rapid Transformation

Prerequisite: 5th level Pariah
When you roll for initiative, you can choose to transform into your Remnant Form at the same time (no action required).
If you choose to do so, you can add your Charisma modifier to the initiative roll.

Strange Magick

Prerequisite: 5th level Pariah
When you create this seal, you choose one 1st-level Pariah spell that you know. When you cast this spell, you can choose to cast it at its lowest level without rolling any Sacrifice Dice. Casting the spell in this way still counts as though you had rolled Sacrifice Dice for the purpose of determining how many dice you roll the next time you cast a Pariah spell.

You can learn this Seal more than once, but you must select a different 1st-level spell each time you learn it.

Unknowable Mind

Prerequisite: 5th level Pariah
You allow your bound remnant to warp your mind,
rendering it incomprehensible to others.

You have resistance to psychic damage and advantage on Charisma saving throws. Additionally, your thoughts cannot be read by telepathy or any other magical or psionic means unless you allow them to be read.

Large Stature

Prerequisite: 7th level Pariah
When you transform, you release more of your bound remnants power, swelling in size. When you assume your Remnant Form, you can choose for your form to grow from Medium to Large, if there is space for it to do so.

When your Remnant Form is Large its Armor Class Bonus increases by 1, and the first time on each of your turns that your Remnant Form hits with a supernatural strike, you deal an additional 1d8 damage.

Unveiled Sight

Prerequisite: 7th level Pariah
Your bound remnant enhances your vision. You gain darkvision out to a distance of 120 feet. Additionally, you gain a bonus to any Wisdom (Perception) checks you make related to sight equal to your Charisma modifier.

Finally, you can also see through magical darkness,
and you can instantly detect the presence of illusions and shapeshifters.

Strange Magick II

Prerequisite: 9th level Pariah, Strange Magick Seal
When you create this seal, you choose one 2nd-level Pariah spell that you know. When you cast this spell, you can choose to cast it at its lowest level without rolling any Sacrifice Dice. Casting the spell in this way still counts as though you had rolled Sacrifice Dice for the purpose of determining how many dice you roll the next time you cast a Pariah spell.

You can learn this Seal more than once, but you must select a different 2nd-level spell each time you learn it.

Unrestrained

Prerequisite: 9th level Pariah
When you are in your Remnant Form, you are considered
to be permanently under the effects of the freedom of movement spell.

Additional Resistance

Prerequisite: 12th level Pariah
You create a seal to strengthen your bound remnant,
making it more resilient to damage. Your Remnant Form gains resistance to two additional damage types of your choosing.

Extraordinary Recovery

Prerequisite: 12th level Pariah
Your ability to recover from the exertion of using your abilities is extraordinary. You regain all of your expended hit dice when you finish a long rest.

Binding Circle

Prerequisite: 15th level Pariah
You can cast hold monster at will – targeting a celestial, fiend, or elemental – without rolling any Sacrifice Dice. You must finish a long rest before you can use this seal on the same creature again.

Mental Domination

Prerequisite: 15th level Pariah
You learn the crown of madness spell. It counts as a Pariah spell for you, and you can cast it without rolling any Sacrifice Dice. Additionally, you do not have to use your action to maintain control over the target, although you must still concentrate as normal.

Supernatural Flight

Prerequisite: 15th level Pariah
While you are in your Remnant Form, you gain a 60-foot flying speed and can hover while flying. If your Remnant Form already has a flying speed, you gain an additional
60-foot flying speed.

Huge Stature

Prerequisite: 18th level Pariah, Large Stature seal
When you transform, you assume your bound remnants true size. When you assume your Remnant Form, you can choose for your form to grow from Large to Huge, if there is space for it to do so.

When your Remnant Form is Huge its Armor Class Bonus increases by 2, and the first time on each of your turns that your Remnant Form hits with a supernatural strike, you deal an additional 2d8 damage. Furthermore, any melee attack you make while in your Remnant Form has a minimum range of 10 feet.

Ultimate Resistance

Prerequisite: 18th level Pariah
You have unlocked the true resilience of your remnant. Your Remnant Form gains resistance to every damage type apart from force, psychic, radiant, and necrotic damage.

Pariah Spell List

Below is the list of spells available to the Pariah. They are organized by spell level, not character level. The spells listed below can be found in the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Friends
  • Frostbite
  • Guidance
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Spare the Dying
  • Thaumaturgy
  • Thunderclap
  • Vicious Mockery
1st Level
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Command
  • Comprehend Languages
  • Detect Magic
  • Expeditious Retreat
  • Faerie Fire
  • Fog Cloud
  • Hellish Rebuke
  • Ice Knife*
  • Identify
  • Illusory Script
  • Protection from Good & Evil
  • Ray of Sickness
  • Shield
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Borrowed Knowledge
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Enthrall
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Mind Spike*
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Shadow Blade*
  • Shatter
  • Spider Climb
  • Suggestion
3rd Level
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Fear
  • Fly
  • Gaseous Form
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellect Fortress
  • Magic Circle
  • Major Image
  • Remove Curse
  • Spirit Shroud**
  • Summon Shadowspawn**
  • Thunder Step*
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Dimension Door
  • Elemental Bane*
  • Polymorph
  • Shadow of Moil*
  • Sickening Radiance*
  • Summon Aberration**
  • Summon Greater Demon*
5th Level
  • Contact Other Plane
  • Danse Macabre*
  • Dream
  • Enervation*
  • Far Step*
  • Hold Monster
  • Infernal Calling*
  • Mislead
  • Negative Energy Flood*
  • Planar Binding
  • Scrying
  • Synaptic Static*
  • Teleportation Circle
  • Wall of Light

The

Pariah

What would a Blood Hunter look like if it leaned more into the blood magic and occult aspects?
If the Blood Hunter is akin to a Ranger, then this is my attempt to create its Druid.

Version 3.3.0

Artist Credits

Cover Art: Campbell White

Page 1: Bastien L. Deharme

Page 3: Magali Villeneuve

Page 4: Clint Cearley

Page 5: Igor Kieryluk

Page 6: JakubJagoda

Page 7: Grzegorz Rutkowski

Page 8: Johann Bodin

Page 9: Josh Hass

Page 10: Jason Chan

Page 11: Ryan Barger

Page 12: Svetlin Velinov

Page 13: Alexander Davtyan

Page 14: Anato Finnstark

Page 15: Kev Walker

Page 16: Steve Argyle

Rear Cover: Bud Cook

Inspired by

Matt Mercer's Blood Hunter class

Laserllama's Alt. Blood Hunter class

Laserllama's Vessel class

 

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