Expanded
Pariah Expanded
This document expands upon the options available to the Pariah. Included here are additional options for the Pariah:
Additional Seals The additional seals detailed here provide even greater customization options for a Pariah.
Additional Rites Included in this document are eight additional Rites that a Pariah can choose from at 1st level.
Additional Spells Also included in this document are several new spells available exclusively to the Pariah.
Additional Seals
The additional Seals listed here are available to the Pariah, along with those included in the base class document.
If a Seal has a prerequisite, you can learn it at the
same time that you meet all of its prerequisites.
Hollow Voice
You gain proficiency in Intimidation and learn one exotic language of your choice. When you speak, you can choose
to make your voice boom up to three times as loud as normal.
Manifest Remnant
You summon a tiny splinter of the Remnant bound to your soul. You learn the find familiar spell, it counts as a Pariah spell for you, you can cast it as a ritual without providing the material component, and it doesn't count against your Spells Known.
When you cast find familiar, it resembles a much smaller version of your bound Remnant, shares the creature type of your Remnant, can attack on its turn, and uses the Remnant Splinter stat block to the right. Your Splinter is automatically dismissed when you transform into your Remnant Form.
Night Step
You tap into the power of your bound Remnant, making reality yield slightly beneath your stride. Your walking speed increases by 10 feet, and once per turn when you move, you can move through a hostile creature as though they were difficult terrain.
If you end your turn inside another creatures space, you are shunted to the nearest unoccupied space and take 1d10 force damage.
Emergency Release
Prerequisite: 5th level Pariah
Once per long rest, when you would be reduced to 0
hit points, you are instead reduced to 1 hit point and immediately transform into your Remnant Form. This transformation does not consume a use of your Remnant Form feature and can be triggered even if you have no uses remaining.
If your Remnant Form currently has fewer hit points than your Pariah level, it instead has hit points equal to your Pariah level.
Shifting Seal
Prerequisite: 7th level Pariah
You have created a special, shifting seal, allowing you to alter which power you draw from your Remnant. When you finish a long rest, you can change this seal into any Pariah seal that does not have a prerequisite.
Unyielding Malice
Prerequisite: 7th level Pariah
When a creature succeeds on a saving throw against one of your Pariah spells or features, you can choose to deal psychic damage to that creature (no action required) equal to your Charisma modifier (minimum of 1). This effect can only be triggered once per turn.
Spirit Speaker
Prerequisite: 9th level Pariah
You learn the speak with dead spell and can cast it at will, without rolling any Sacrifice Dice.
Superior Weapon
Prerequisite: 9th level Pariah
When you channel a portion of your bound remnant's power into a weapon, it gains a +2 bonus to its attack and damage rolls. This bonus does not stack with any preexisting bonuses a weapon may have.
Rites of Communion
Prerequisite: 12th level Pariah
You have created a set of seals that allow you to spend
one minute conducting a special set of rites that draw an unbound Remnant of your choice to you.
When you have completed the ritual, the spectral form of
an unbound remnant appears before you for one minute. You can ask the remnant up to five questions. The DM answers each question with one word, such as "yes," "no," "maybe," "irrelevant," or "unclear" (if the remnant doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase
as an answer.
Contacting a Remnant in this way puts a great strain on your mind. Once you have conducted this ritual, you cannot do so again until you complete a short or long rest.
Questioning a Remnant
The nature of the ritual used to contact a Remnant prevents it from outright lying to you, but they can still try to mislead you if your questions are vague.
Remnant's are knowledgeable about many things, but they are not omniscient. They tend to have more complete information about powerful entities and historical events, but little in the way of useful information about current affairs.
Flesh Sculptor
Prerequisite: 12th level Pariah
You can cast polymorph at will, with a range of touch, without rolling any Sacrifice Dice. Regardless of whether the attempt succeeds or fails, you must finish a long rest before you can use this seal on the same creature again.
Impossible Immunity
Prerequisite: 15th level Pariah
Your Remnant is almost impossibly sturdy. Your Remnant Form gains immunity to one damage type of your choice. You may change this damage type each time you finish a long rest.
Body and Soul
Prerequisite: 18th level Pariah
You create a seal that unleashes the regained power of your remnant, your flesh and blood no longer limit its presence. You can now manifest your remnant as a separate entity.
As an action, you can summon your remnant into an unoccupied space that you can see within 30 feet of you.
Your remnant uses the stat block used by your Remnant Form feature, but it acts independently of you. It takes its
turn immediately after yours, and it always obeys your mental commands (no action required). A summoned remnant lasts for 1 minute, until you use an action to dismiss it, or until it
is reduced to 0 hit points.
While your remnant is summoned in this way, casting a Pariah spell causes it to gain additional hit points, as per
your Remnant Form feature.
You cannot maintain both your Remnant Form and
a manifested remnant simultaneously. If you enter your Remnant Form while the remnant is summoned, the manifestation immediately ends. When this happens, you may choose to teleport to the space the remnant occupied before it disappears.
Manifesting your remnant in this way expends one use of your Remnant Form feature. You cannot manifest it again in this way until you complete a long rest.
Additional Rites
At 1st level, Pariahs gain the Rites feature. The following additional Rites are available to Pariahs, along with those presented in the base Pariah document.
| Rites of the... | Remnant |
|---|---|
| Festerling | Colony |
| Hoarder | Wyrm |
| Machinist | Overseer |
| Mesmer | Fey |
| Nihilist | Ooze |
| Protogonist | Titan |
| Starbound | Magical Girl |
| Wilder | Beast |
Festerling
You have not bound a dying god or a deposed lord of the abyss, but something older—a silent, unknowable colony
of fungal intelligence that feeds on flesh and rot alike.
It has no voice, no ambition, no malice. It simply grows.
Your body has become its garden. You exhale spores
on your breath, you trail decay like a cloak, and you leave behind servile husks where your enemies once stood.
You are no longer merely alive. You are in bloom.
Noxious Strike
1st-level Festerling Rites Feature
When you attack with a supernatural strike, you can choose to deal poison damage on hit. Alternatively, instead of an attack roll, you can make a creature within reach make
a Constitution saving throw against your Spell save DC.
On a failure, that creature is Poisoned for 1 minute.
A creature can attempt this saving throw again at the
end of each of its turn, ending the effect on a success.
Colony
Medium Plant (shapeshifter)
- Armor Class 12 + your Constitution modifier +
your Charisma modifier- Speed 30 ft.
- Skills Nature, Survival
- Damage Resistances Acid, Poison
- Senses darkvision 120 ft.
- Languages The languages you know
Spore Field. Spores suffuse the air in a 5-foot radius around you. A creature that moves into this area, or starts its turn in this area, must make a Constitution saving throw against your Spell save DC or be Poisoned until the end of its next turn.
Actions
Slam Melee Supernatural Strike: Range 5 feet,
one target. Hit: 2d8 + your Charisma modifier bludgeoning or poison damage.
Sporebound Husk
1st-level Festerling Rites Feature
You can spread some of your Remnant's spores into
a corpse, creating a mockery of life and reanimating it
as a Husk, using the rules below:
Reanimating a Husk. As an action, you can touch a creature that has died within the last 8 hours, causing it to rise as a Husk. You can have a number of Husks equal to your Constitution modifier. If you raise an additional Husk beyond this limit, you choose which previous Husk is destroyed.
Once a creature is reanimated as a Husk, you cannot reanimate that creature as a Husk again after it dies.
Potential Husks. Your spores can only reanimate
the corpses of Beasts, Humanoids, and Monstrosities, and the strength of the creatures you can raise is limited by their Challenge Rating. You can raise one of the previous creature types as a Husk if the creature's Challenge Rating is equal to your Pariah level divided by three, rounded down (minimum of CR 1/2).
Husk Statistics. Your Husk is mindless and follows your orders with absolute loyalty. It uses the stat block it had in life, but it gains the Plant creature type in addition to its type. A Husk has no Hit Dice, and it gains no benefits from short or long rests. When you reanimate a creature as a Husk,
its current and maximum hit points become equal to your Pariah level. It regains all of its abilities as if it had completed a long rest.
If a Husk had Lair action, Legendary actions, or
Legendary Resistances, it no longer has them as a Husk.
Combat. In combat, your Husks acts on your turn. They can move and use their reactions on their own, but a Husk will only take the Dodge action on its turn unless you use your bonus action to command it to take one of the actions from its stat blocks or another action.
If your Husk has the ability to cast spells, you must roll Sacrifice Dice as if you were casting the spell when you
order it to cast one of its spells.
Festerling Spells
2nd-level Festerling Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 2nd | Bane, Detect Poison and Disease |
| 5th | Aid, Hold Person |
| 9th | Speak with Dead, Speak with Plants |
| 13th | Blight, Confusion |
| 17th | Cloudkill, Insect Plague |
Colony Form
3rd-level Festerling Rites Feature
You can assume the form of the Colony.
When you transform, you use the Colony
stat block on the previous page.
Mycological Protection
6th-level Festerling Rites Feature
You gain resistance to Poison damage, and have advantage on saving throws made to resist the Poisoned condition.
Additionally, as an action, you can implant some of your spores into a willing creature within 5 feet of you. A creature implanted with your spores has advantage on saving throws against poison, has resistance against poison damage, and is immune to the effects of your Remnant Form's spore field.
You can maintain this protection in up to a number of creatures equal to your Charisma modifier (minimum of one). Implanting spores in a new creature beyond this limit ends the effect on the earliest recipient. You can also use an action to touch an implanted creature and end the effect.
Miasmic Bloom
6th-level Festerling Rites Feature
Creatures affected by your Remnant Form's spore field
also take 2d4 poison damage on a failed save, or half as
much damage on a successful one. Poison damage from
your Remnant Form ignores resistance to poison damage and treats immunity to poison damage as resistance.
Additionally, the radius of your Remnant Form's spore
field feature increases to 10 feet.
Blooming Husk
10th-level Festerling Rites Feature
Your growing symbiosis with your fungal remnant allows
you to reanimate even more powerful creatures. You can raise any single corporeal creature that is not a Construct
as a Husk, so long as the creature is within the Challenge Rating limit detailed in the sporebound husk feature.
Additionally, when you transform into your Remnant Form, your Husks bloom as well. They gain temporary hit points equal to your Pariah level, and while you are in your Remnant Form your Husks also emit a spore field in a 5-foot radius.
Raising Husks
A Husk must be animated from a single corporeal corpse. Creatures with the Incorporeal Movement or Swarm features cannot be raised as Husks.
Dominant Strain
14th-level Festerling Rites Feature
Your spores adapt to bypass even the most resilient biology.
While in your Remnant Form, the following enhancements apply to your Spore Field:
- Your Remnant Form's Spore Field now deals 4d4 poison damage on a failed save, or half as much on a successful one.
- Creatures that are normally immune to the Poisoned condition can now be Poisoned by your Spore Field.
- Creatures that are not immune to the Poisoned condition have disadvantage on the saving throw to resist it.
- The radius of your Remnant Form's Spore Field feature increases to 15 feet.
Sovereign Bloom
18th-level Festerling Rites Feature
Your mastery of your fungal remnant has reached its
apex, allowing you to tailor its power. When you enter your Remnant Form, choose one of the following benefits, which lasts for the duration of the transformation:
Expansive Bloom. The radius of your Remnant Form's Spore Field feature increases to 30 feet.
Husk Warden. Your Husks are resistant to all damage types and have advantage on all saving throws while they
are in your Spore Field.
Neurotoxic Bloom. Creatures Poisoned by your Spore Field are confused and disorientated. A creature Poisoned
in this way can only do one of the following on its turn:
use an action, a bonus action, or its movement.
You must choose your benefit when you transform, and
you cannot change it until you transform again.
Hoarder
You have bound the soul of a great wyrm, a lingering remnant of greed made manifest. And now, the memories of its lost treasures are yours to plunder: enchanted weapons, magical relics, and even the dragon's breath itself will be yours.
Your remnant obeys your will, as it should. But hoards were not made to be shared, and a dragon does not forget a debt.
Draconic Legacy
1st-level Hoarder Rites Feature
You select the type of Dragon Remnant you bound to your soul. This choice is the basis for some of your later features:
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Green | Poison |
| Red | Fire |
| White | Cold |
You gain resistance to the damage type associated with
your Draconic Remnant. Additionally, when you attack with
a supernatural strike, you can choose to deal that damage type on hit.
Hoarder's Vault
1st-level Hoarder Rites Feature
You gain access to your own personal extradimensional hoard, a unique space tied to your remnant. This space can hold any amount of coins, and up to 100 pounds of material. As an action, you can store any item in this space. As part of the same action, you can also retrieve any item you have previously stored in your hoard.
At higher levels, the storage limit increases: to 200lbs at 6th level, 300lbs at 10th level, 400lbs at 14th level,
and finally, to 500lbs at 18th level.
Remembered Hoard
1st-level Hoarder Rites Feature
The bound dragon’s memories of its vast hoard bleed into your soul, allowing you to call forth memories of its lost treasures in the form of tangible magic items.
When you complete a long rest, you may conjure one item from the Lost Relics list at the end of this subclass. You must meet all of an items prerequisites to conjure it. You may also dismiss any previously conjured items at the same time.
If a conjured item requires attunement, you can attune
to the item the instant you conjure it. If you attune to an
item later, you must follow the normal attunement process.
If you die, any conjured items vanish and the memory
of them is reclaimed by your remnant.
You can conjure one item from this ephemeral hoard at a time. The number of items you can conjure from the hoard increases as you gain levels in this class: two at 6th level, three at 10th level, four at 14th level, and five at 18th level.
Greedy Remnant
Your remnant will not willingly part with any
items conjured from the memories of its lost hoard. If you try to sell a conjured item, your remnant will instantly reclaim it.
Draconic Spells
2nd-level Hoardless Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 2nd | Command, False Life |
| 5th | Dragon's Breath*, Suggestion |
| 9th | Fear, Fly |
| 13th | Arcane Eye, Elemental Bane* |
| 17th | Animate Objects, Dominate Person |
Wyrm
Medium Dragon (shapeshifter)
- Armor Class 12 + your Constitution modifier +
your Charisma modifier- Speed 30 ft., fly 30 ft.
- Skills Insight, Perception
- Senses darkvision 120 ft.
- Languages The languages you know
Mighty Wyrm. When the Wyrm fails a saving throw, it can choose to succeed instead. Once it has used this feature, it cannot use it again during the same transformation.
Actions
Claw Melee Supernatural Strike: Range 5 feet,
one target. Hit: 2d8 + your Charisma modifier slashing damage.Elemental Breath (Recharge 5-6) The Wyrm forces creatures in a 30-foot cone to make a Dexterity saving throw. On a failure, they take 4d8 damage
of the type associated with your Draconic Legacy,
on a success they take half damage. The damage of this action increases by 2d8 for every item the Wyrm is attuned to.
Draconic Form
3rd-level Hoardless Rites Feature
You can assume the form of the Dragon. When you transform, you use the Wyrm stat block above.
Detect Treasure
6th-level Hoardless Rites Feature
The bound dragon’s hunger for wealth sharpens your senses, letting you detect valuable items nearby. As an action, you can open your awareness to the presence of treasure. For the next minute, you sense the location of items worth 100gp
or more within 30 feet of you. You cannot tell exactly what
an item is, and more than 1 foot of solid material blocks this sense.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Wyrmbound Breath
6th-level Hoardless Rites Feature
You can unleash a fraction of your remnant’s ancient
draconic might.
As an action, you may roll Sacrifice Dice, as if casting
a Pariah spell, and exhale destructive energy in a 30-foot cone. The damage type is the same as that associated with
your Draconic Legacy.
Each creature in the area must make a Dexterity saving throw against your Spell save DC, taking damage equal to
the total rolled on your Sacrifice Dice + your Charisma modifier on a failed save, or half as much on a success.
Mighty Hoarder
10th-level Hoardless Rites Feature
Your Draconic Remnant has regained enough strength
to empower itself with the memories of its lost hoard.
Your Draconic Remnant gains two attunement slots that can be used exclusively for magic items stored in your Hoarder's Vault, or that are on the Lost Relics list. Your Remnant gains the benefits from the magical properties of these items, but not their mundane properties. For example, if your Remnant attunes to a set of +1 Plate armor, it gains
+1 to its AC, but not the benefits of wearing Plate armor.
You can change which items your Remnant is attuned
to at the end of a long rest.
Additional Attunement
14th-level Hoardless Rites Feature
Your Draconic Remnant gains a third attunement slot.
Wyrm’s Bargain
18th-level Hoardless Rites Feature
Your Draconic Remnant has become a master of both treasure and endurance. When your Remnant Form is reduced to 0 hit points, you may choose to end one of its hoard attunements instead. If you do, your Remnant Form instead drops to 1 hit point.
Lost Relics
Below are the items that can be conjured using your Remnant's memories of its lost hoard. If an item has a level prerequisite, you can conjure it at the same time you meet
the prerequisite.
Ancient Focus
Arcane focus, (requires attunement)
You conjure an arcane focus. This focus grants its wielder a +1 bonus to spell attack rolls, and they can ignore half cover when making spell attacks.
Infinite Weapon
You conjure a magical ranged weapon of your choice.
This weapon ignores the loading property if it would have it. This weapon produces its own ammunition when you make a ranged attack. The ammunition vanishes after it either hits or misses.
Lightsteel Weapon
You conjure a magical melee weapon of your choice that would normally have the heavy property. It does not have
the heavy property, it instead has the light property.
Returning Weapon
You conjure a magical weapon of your choice with the thrown property. This weapon immediately flies back to the hand of its wielder after they make a thrown weapon attack with it.
Ring of Knowledge
Item (ring), (requires attunement)
You conjure a magical ring of knowledge. Choose one skill, tool, or weapon proficiency. The wearer of this magic ring is considered proficient in that chosen skill, tool, or weapon.
Enchanted Armor
Prerequisite: 5th-level Pariah
Armor (any), (requires attunement)
You conjure a magical set of armor of your choice.
This armor grants a +1 bonus to its wearers Armor Class.
Enchanted Weapon
Prerequisite: 5th-level Pariah
Weapon (any), (requires attunement)
You conjure a magical melee weapon of your choice.
This weapon has a +1 bonus to attack and damage rolls.
Lesser Magic Wand
Prerequisite: 5th-level Pariah
You conjure a magic wand that contains one charge of a
1st-level Draconic Spell. Any creature that holds this wand can use an action to expend the charge and cast the spell using your Pariah spellcasting ability.
Once the charge is expended, the item is reclaimed
by your Remnant.
Ring of Resistance
Prerequisite: 5th-level Pariah
Item (ring), (requires attunement)
You conjure a magic ring that grants the wearer resistance
to either acid, cold, fire, lightning, poison, or thunder damage (chosen when you conjure the ring).
Elemental Weapon
Prerequisite: 11th-level Pariah
Weapon (any), (requires attunement)
You conjure a magical melee weapon of your choice that is infused with elemental power. Choose from acid, cold, fire, lightning, or poison. The weapon deals a bonus 1d6 damage of the type you chose on hit.
Exceptional Enchanted Weapon
Prerequisite: 11th-level Pariah
Weapon (any), (requires attunement)
You conjure a magical melee weapon of your choice.
This weapon has a +2 bonus to attack and damage rolls.
Magic Wand
Prerequisite: 11th-level Pariah
You conjure a magic wand that contains one charge of any
2nd-level Spell. Any creature that holds this wand can use an action to expend the charge and cast the spell using your Pariah spellcasting ability.
Once the charge is expended, the item is reclaimed by
your Remnant.
Fantastic Elemental Weapon
Prerequisite: 17th-level Pariah
Weapon (any), (requires attunement)
You conjure a magical melee weapon of your choice that is infused with elemental power. Choose from acid, cold, fire, lightning, or poison. The weapon deals a bonus 2d6 damage of the type you chose on hit.
Magnificient Enchanted Weapon
Prerequisite: 17th-level Pariah
Weapon (any), (requires attunement)
You conjure a magical melee weapon of your choice.
This weapon has a +3 bonus to attack and damage rolls.
Majestic Magic Wand
Prerequisite: 17th-level Pariah
You conjure a magic wand that contains one charge of any
3rd-level Spell. Any creature that holds this wand can use
an action to expend the charge and cast the spell using your Pariah spellcasting ability.
Once the charge is expended, the item is reclaimed
by your Remnant.
Machinist
As a Machinist, you have bound a fractured mind of gears
and steel to your soul. Whether a remnant from a plane of
order tainted by chaos, or the ghost of a machine intelligence that oversaw its world's ruin, this entity is cold and unerring.
It sees the world as a system to be analyzed, optimized, and controlled—and through you, it attempts to rewrite reality to fit its broken directives.
Tactical Directives
1st-level Machinist Rites Feature
When a creature that you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d4 and then either add or subtract it from the result. You can use this feature after they roll, but before the outcome is determined.
Strategic Overview
1st-level Machinist Rites Feature
The bound machine is always looking to optimize the battlefield. When you roll initiative, you can switch places
in the initiative order with a willing creature.
Furthermore, when you attack with a supernatural strike, you can choose to deal lightning damage on hit.
Ordered Spells
2nd-level Machinist Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 2nd | Command, Shield |
| 5th | Locate Object, Zone of Truth |
| 9th | Clairvoyance, Lightning Bolt |
| 13th | Fabricate, Locate Creature |
| 17th | Teleportation Circle, Wall of Force |
Machine Form
3rd-level Machinist Rites Feature
You can assume the form of the Machine. When you transform, you use the Machine stat block on this page.
Machine
Medium Construct (shapeshifter)
- Armor Class 12 + your Constitution modifier +
your Charisma modifier- Speed 30 ft.
- Skills History, Stealth
- Damage Resistances Lightning, Psychic
- Senses darkvision 120 ft.
- Languages Dwarven, The languages you know
Tactical Computations. Once per turn, when you take the Attack action, you can grant one of the following benefits in place of an attack, targeting another creature that can see or hear you within 60 feet.
- Approach Vector. That creature can use its reaction to move up to its speed without provoking opportunity attacks.
- Attack Vector. That creature can use its reaction to immediately make one weapon attack or cast one cantrip.
Actions
Shock. Supernatural Strike: Range 120 feet, one target. Hit: 2d8 lightning damage.
Encrypted Mind
6th-level Machinist Rites Feature
The machine intelligence of your bound entity protects your mind. Your thoughts can't be read and your memories and alignment cannot be altered by any means, magical or otherwise, unless you allow it.
Tactical Computations v2
6th-level Machinist Rites Feature
The range of your Remnant Form's tactical computations feature increases to 120 feet. Additionally, the tactical computations feature is no longer limited to once per turn.
Calculated Response
10th-level Machinist Rites Feature
When you are in your Remnant Form and a creature that you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage by your Pariah level.
Tactical Computations v3
14th-level Machinist Rites Feature
Your bound remnant uses its accumulated battle data to expand its tactical computations. They gain the following additional benefits.
- Approach Vector. The targets movement speed is doubled.
- Attack Vector. The targets attack roll is made with advantage. On hit, the target can add your Charisma modifier to its damage roll.
Efficient Execution
14th-level Machinist Rites Feature
While you are in your Remnant Form, you can take two reactions per round instead of one.
Overclocked Computations
18th-level Machinist Rites Feature
The machine mind of your Remnant processes tactical computations at a phenomenal rate. Whenever a creature is targeted by this feature, it gains the benefits of both approach vector and attack vector.
Mesmer
Those who perform the Rites of the Mesmer bind to their souls a creature of the fey, an elusive entity of illusions and shifting shapes. Through this captured trickster, the Mesmer weaves phantasms into existence, turning certainty into doubt and solidity into shadow.
Illusionist
1st-level Mesmer Rites Feature
You learn the minor illusion cantrip. If you already know this cantrip, you learn a different pariah cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
Masked Striker
1st-level Mesmer Rites Feature
The dazzling weapon techniques of the fey creature you have bound become yours. You have proficiency with greatswords, longswords, rapiers, and shortswords.
Additionally, when you attack with a supernatural strike, you can choose to deal psychic damage on hit.
Fey Spells
2nd-level Mesmer Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 1st | Color Spray, Disguise Self |
| 5th | Misty Step, Silence |
| 9th | Hypnotic Pattern, Major Image |
| 13th | Confusion, Greater Invisibility |
| 17th | Geas, Seeming |
Fey Form
3rd-level Mesmer Rites Feature
You can assume the form of the fey trickster you have bound. When you transform, you use the Fey stat block below.
Fey
Medium Fey (shapeshifter)
- Armor Class 11 + your Constitution modifier +
your Charisma modifier- Speed 30 ft.
- Skills Insight, Nature
- Damage Resistance Psychic
- Senses darkvision 120 ft.
- Languages The languages you know
Actions
Mocking Strike. Supernatural Strike: Range 5 feet, one target. Hit: 2d8 + your Charisma modifier psychic damage.
Illusory Duplicate. As a bonus action, you create
an illusory duplicate of yourself in an unoccupied space you can see within 30 feet. You and the duplicate share a movement speed, and you can make attacks and cast spells from either location.
If you are hit by an attack or subject to an effect
that would cause you to take damage, you can choose to swap places with the duplicate before the damage is applied (no action required). At the start of your next turn, you can also choose to swap places with the duplicate.
The duplicate shares your AC and is dispelled if
it takes any damage or if a creature succeeds on an Investigation check against your spell save DC to see through the illusion. Otherwise, it lasts until the start
of your next turn, when it fades if it hasn’t already been dispelled.
Shattering Illusions
6th-level Mesmer Rites Feature
When a duplicate created by your Remnant
Form's illusory duplicate feature is dispelled,
you can use your reaction to shatter it. Creatures
within 5 feet of it must make a Wisdom saving
throw. On a failure, they take psychic damage
equal to 2d8 + your Charisma modifier.
Distracting Mockery
10th-level Mesmer Rites Feature
Once per round, when you hit a creature with a
supernatural strike, the target has disadvantage
on its next Wisdom saving throw. This effect lasts
until the end of its next turn.
Beguiling Phantasms
14th-level Mesmer Rites Feature
While you are in your Remnant Form, if a creature misses
an attack against you or your illusory duplicate, it must make a Wisdom saving throw. On a failure, its turn immediately ends and it cannot use reactions until the end of its next turn.
Master Trickster
18th-level Mesmer Rites Feature
Your remnant's mastery of tricks and illusions is without peer. While you are in your Remnant Form you gain the following benefits:
- The range of your mocking strike and illusory duplicate features grows to 60 feet.
- The range of your shattering illusions feature grows to
15 feet. Additionally, shattering your illusions no longer requires a reaction. - When you use your illusory duplicate feature, you can create two duplicates.
Ooze
Medium Ooze (shapeshifter)
- Armor Class 10 + your Constitution modifier +
your Charisma modifier- Speed 20 ft., climb 20 ft.
- Skills Stealth
- Damage Resistances Acid, Poison
- Condition Immunities Blinded
- Senses darkvision 120 ft.
- Languages The languages you know
Consuming Presence. At the start of your turn, creatures of your choice within 10 feet of you
take acid damage equal to your Charisma modifier.False Appearance. While you remain motionless, you are indistinguishable from an oily pool or wet rock.
Actions
Pseudopod. Supernatural Strike: Range 10 feet, one target. Hit: 2d8 + your Charisma modifier acid or bludgeoning damage.
Nihilist
Existence is a joke, a cruel, meaningless accident hurtling toward annihilation. As a Nihilist, you have bound an entity
of pure destruction; a vast primordial mass. It does not guide, it does not care, it simply consumes, and as it does, the world edges closer to beautiful, perfect emptiness.
Amorphous
1st-level Nihilist Rites Feature
The malleable nature of your ooze remnant has seeped into your body. You can move through a space as narrow as 1 inch wide without squeezing.
Consume
1st-level Nihilist Rites Feature
You use the power of your bound remnant to consume. As an action, you touch a non-magical object that is no larger than
1 foot in any dimension, and that is not being worn or carried, instantly consuming it.
You can use this feature a number of times equal to your Constitution modifier, and regain all expended uses when you complete a long rest. When you reach 3rd level in this class, you also regain all expended uses when you transform into your Remnant Form.
At certain Pariah levels, you are able to consume objects
of greater size: No larger than 2 feet in any dimension at 6th level, 4 feet at 10th level, 8 feet at 14th level, and finally 16 feet at 18th level.
Dissolving Spells
2nd-level Nihilist Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 1st | Absorb Elements, Bane |
| 5th | Alter Self, Enlarge/Reduce |
| 9th | Counterspell, Dispel Magic |
| 13th | Elemental Bane*, Vitriolic Sphere* |
| 17th | Cloudkill, Hold Monster |
Ooze Form
3rd-level Nihilist Rites Feature
You can assume the form of the primordial ooze you have bound. When you do so, you use the Ooze stat block on the previous page.
Corrode
6th-level Nihilist Rites Feature
The corrosive nature of your Remnant damages the weapons of your enemies. When a creature hits you with a nonmagical weapon while you are in your Remnant Form, the weapon starts corroding. The weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty
drops to −5, the weapon is destroyed.
Once you reach 14th level in this class, you can choose
to start corroding a magical weapon that hits you.
Engulf
6th-level Nihilist Rites Feature
While you are in your Remnant Form, you can use your action and 5 feet of movement to move into the space of
an adjacent creature that is your size or smaller.
The creature must make a Dexterity saving throw
against your Spell save DC. On a success, the creature can immediately move up to 5 feet in any direction, avoiding the attempt to engulf it. On a failure, you move into its space and engulf it. The engulfed creature is restrained, and moves with you when you move. You can only move up to half your speed when you have a creature engulfed, and you can only engulf one creature at a time.
An engulfed creature can make a Strength saving throw
at the end of each of its turn. On a success, it escapes to the nearest unoccupied space. Another creature can also use its action to attempt a Strength (Athletics) check against your Spell save DC, pulling the target free on a success.
Dissolve
10th-level Nihilist Rites Feature
The acidic nature of your Remnant Form grows ever more potent. A creature that is currently engulfed by you takes
2d8 acid damage at the start of each of its turns.
Subsume
14th-level Nihilist Rites Feature
Your Engulf feature becomes part of your supernatural strikes. You can now use Engulf in place of one attack when you take the Attack action, and it counts as a supernatural strike for all relevant features and effects.
Additionally, you can now engulf two creatures, provided both creatures are at least one size category smaller than your Remnant Form, and you ignore the movement penalty from engulfing a creature until you engulf two creatures.
Liquefy
18th-level Nihilist Rites Feature
You have reached the apex of dissolution. If a creature
you have engulfed has 100 hit points or fewer, you can
choose to instantly liquefy it as an action. That creature dies immediately as its body is dissolved into your Remnant Form.
Once you kill a creature using this feature, you cannot
use it again until you complete a long rest.
Protogonist
You have bound the forgotten remnant of a Titan, one of
the first rebels, a being who sought to seize the mantle of creation itself. When you call upon the power of the Titan, you embody inevitability, becoming a living monument that strides across the battlefield, sweeping aside all who would stand against you.
Implacable
1st-level Protogonist Rites Feature
Your presence is as unyielding as the bedrock. When you are forced to make a saving throw to resist being moved, you can choose to make a Charisma saving throw, even if the effect calls for a different type of saving throw.
Additionally, once per short or long rest, you can choose
to automatically succeed on such a saving throw.
Gravitas
1st-level Protogonist Rites Feature
The heavy weight of your presence commands respect.
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.
Titan
Large Giant (shapeshifter)
- Armor Class 13 + your Constitution modifier +
your Charisma modifier- Speed 30 ft.
- Skills Athletics, History
- Senses darkvision 120 ft.
- Languages Giant, primordial, the languages you know
Invincible. Whenever the Titan takes damage, it reduces that damage by an amount equal to your Constitution modifier.
Immutable. The Titan is immune to any spell or effect that would alter its form.
Actions
Slam. Supernatural Strike: Range 10 feet, one target. Hit: 2d8 + your Charisma modifier force damage.
Titanic Blows
1st-level Protogonist Rites Feature
Your fists carry the weight of the world's oldest creatures. Your unarmed strikes are considered supernatural strikes and they deal 1d8 bludgeoning damage.
Titanic Spells
2nd-level Protogonist Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 1st | Catapult, Command |
| 5th | Earthen Grasp*, Enlarge/Reduce |
| 9th | Erupting Earth*, Wall of Sand* |
| 13th | Freedom of Movement, Stone Shape |
| 17th | Transmute Rock*, Wall of Stone |
Titan Form
3rd-level Protogonist Rites Feature
You can assume the form of the titan you have bound.
When you do so, you use the Titan stat block to the left.
Sovereign's Stride
6th-level Protogonist Rites Feature
While you are in your Remnant Form, you can ignore the effects of difficult terrain. Additionally, the first time on your turn that you move within 5 feet of a hostile creature, that creature must succeed on a Strength saving throw or be knocked prone.
Enduring
10th-level Protogonist Rites Feature
When you succeed on a Constitution saving throw and
you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Monumental Will
10th-level Protogonist Rites Feature
As an action, you can end the charmed or frightened condition on yourself. When you are in your Remnant Form, you automatically end these conditions at the start of your turn.
Unshakeable
14th-level Protogonist Rites Feature
While you are in your Remnant Form, you can add your proficiency bonus to all saving throws.
True Protogonist
18th-level Protogonist Rites Feature
When you transform into your Remnant Form, it gains resistance to all damage except Force damage until you revert to your normal form.
Starbound
A strange cosmic entity has
remade your soul with dreams
and stardust, awakening your
inner radiance. With this gift,
you shine as a beacon—wielding
cosmic power not only to pursue
your own dreams, but to help
others chase their dreams
and reach for the stars.
Sparklecraft
1st-level Starbound Rites Feature
You can use the power of your remade
soul to weave starlight into small magical
effects. As an action, you can create one of
the following effects:
- Cosmic Glamour. You alter the color, style,
or sheen of your clothes, hair, or accessories
for up to 1 hour or until the changes are dismissed. - Dazzling Trinket. You create a harmless, glittering object out of starlight (a glowing flower, a crystal butterfly, a mote of light, or similar). It sheds dim light in a 5-foot radius and lasts for one minute or until dismissed.
You can have up to three dazzling trinkets at a time. - Radiant Voice. For 1 minute, your voice carries clearly
to creatures of your choice within 60 feet, even over loud noise. - Starlight Autograph. You can leave your signature
in softly glowing starlight on an item capable of storing written information. The signature can be as elegant, dramatic, or glittery as you like, and is a unique magical mark that cannot be forged.
Stardust Performance
1st-level Starbound Rites Feature
Your star-blessed dream serves as an inspiration to others.
To inspire others, you use a bonus action on your turn to choose one other creature than yourself within 60 feet of you who can see you. That creature gains one Stardust Die, a d4.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Stardust die, but must decide before the DM says whether the roll succeeds
or fails. Once the Stardust die is rolled, it is lost. A creature can only have one Stardust die at a time.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest.
Your Stardust die changes when you reach certain levels
in this class. The die becomes a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.
Sparkling Persona
1st-level Starbound Rites Feature
Your sparkling personality naturally shines through. You
gain proficiency in Performance, and whenever you make
a Charisma (Performance) ability check, you can replace the result of your d20 roll with your Pariah level.
Additionally, when you attack with a supernatural strike, you can choose to deal radiant damage on hit.
Magical Girl
Medium Humanoid (shapeshifter)
- Armor Class 12 + your Constitution modifier +
your Charisma modifier- Speed 30 ft.
- Skills Performance, Persuasion
- Damage Resistances Lightning, Radiant
- Senses darkvision 120 ft.
- Languages Deep speech, the languages you know
Starlight Champion. You have a number of Stardust Dice equal to your Charisma modifier (minimum of one). Any unused dice are lost when you revert to your normal form. You regain any expended dice when you assume your Magical Girl form.
Actions
Starlight Strike. Melee Supernatural Strike: Range
5 feet, one target. Hit: 2d8 + your Charisma modifier
bludgeoning, piercing, slashing or radiant damage.Starbeam. Ranged Supernatural Strike: Range 90 feet, one target. Hit: 1d10 + your Charisma modifier
radiant damage.
Sparkling Spells
2nd-level Starbound Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 1st | Charm Person, Disguise Self |
| 5th | Calm Emotions, Magic Mouth |
| 9th | Beacon of Hope, Major Image |
| 13th | Compulsion, Charm Monster |
| 17th | Dream, Wall of Light* |
Magical Form
3rd-level Starbound Rites Feature
You can transform into a magical girl.
When you do so, you use the Magical
Girl stat block on the previous page.
Stardust Spotlight
6th-level Starbound Rites Feature
When a creature uses a Stardust Die on an attack roll and the attack hits, the target must succeed on a Constitution saving throw against your Spell save DC or sparkle with stardust until the end of its next turn. While covered in stardust, attack rolls against the creature have advantage, and the creature cannot benefit from being invisible.
Stellar Encore
10th-level Starbound Rites Feature
Your Stardust boons can leap from one ally to the next.
When a creature within 30 feet of you rolls one of your Stardust dice and succeeds on its roll, you can use your reaction to pass that die to another creature within 30 feet. That creature must use the die before the start of your next turn.
Healing Harmonies
14th-level Starbound Rites Feature
When a creature rolls a Stardust die and succeeds on its roll, it also regains hit points equal to the number rolled on the die.
Starbright Performance
18th-level Starbound Rites Feature
Your mastery over your stardust soul reaches its peak.
Passing on a Stardust Die with Encore no longer requires your reaction. Additionally, if a creature fails a roll after using a Stardust Die, you can use your reaction to immediately pass that die on to another creature within 60 feet.
Wilder
Rather than bind some faded spirit, you chose to infect yourself with a potent form of lycanthropy, and as a result, your body has become an open wound, pulsing with fever
and gnawed at from within by the curse you bear.
Most would have been consumed by it, reduced to a mindless beast. But not you. You have caged the beast, wrapped its fury in the rites of the wilder, and made it serve.
Relentless Predator
1st-level Wilder Rites Feature
When you hit a creature with a supernatural strike, you can choose to mark it as your prey. The first time on each of your turns that you hit your prey and deal damage to it, you deal an additional 1d4 damage.
You may only have one creature marked as your prey at
a time. Marking a new creature causes the previous mark
to fade. A remove curse spell can also remove the mark.
This features extra damage increases as you gain levels in this class: to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and finally to 1d12 at 18th level
Wild Senses
1st-level Wilder Rites Feature
Your senses are enhanced by the lycanthropic curse coursing through you. Whenever you make a Wisdom (Perception) check, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1).
Beast
Medium Beast (shapeshifter)
- Armor Class 11 + your Constitution modifier +
your Charisma modifier- Speed 40 ft.
- Skills Perception, Survival
- Damage Resistances Poison
- Senses darkvision 120 ft.
- Languages Druidic, the languages you know
Ambusher. You can add your Pariah level to supernatural strikes made against creatures
that have not yet acted in combat.Actions
Claw. Melee Supernatural Strike: Range 5 feet,
one target. Hit: 2d8 + your Charisma modifier
piercing or slashing damage.
Wild Spells
2nd-level Wilder Rites Feature
You gain the following Rite Spells at the Pariah levels below.
| Pariah Level | Spell |
|---|---|
| 1st | Animal Friendship, Bane |
| 5th | Beast Sense, Summon Beast |
| 9th | Bestow Curse, Wall of Water* |
| 13th | Giant Insect, Guardian of Nature* |
| 17th | Awaken, Wrath of Nature* |
Beast Form
3rd-level Wilder Rites Feature
Your Beast Form resembles the creature
associated with the type of lycanthropy
you infected yourself with. Common Beasts
are boars, bears, dire wolves, and rats.
Regardless of the beast your form is
based on, you use the Beast stat block
on this page when you transform.
Killer Instinct
6th-level Wilder Rites Feature
Your instincts have grown sharp, and your bloodlust
almost insatiable. You can no longer be surprised and
you gain advantage on initiative rolls.
Rabid Beast
10th-level Wilder Rites Feature
The beast within revels in the momentum of battle. While
in your Remnant Form, when you reduce a creature to 0 hit points, you can use your reaction to immediately move up
to your speed and make one supernatural strike as part of
the same reaction.
Supernatural Hunter
10th-level Wilder Rites Feature
Your connection to your chosen prey sharpens into an uncanny sixth sense. You always know the exact location
of your marked prey if it is within 30 feet of you, even if it
is invisible or behind total cover.
While it is farther away, you always know the general direction of your prey as long as you and it are on the same plane of existence.
Blood Frenzy
14th-level Wilder Rites Feature
You can sense weakness in your prey, striking with merciless precision when it begins to falter. You have advantage on attack rolls against your prey if it is below half of its hit
point maximum.
Unrelenting
18th-level Wilder Rites Feature
While you are in your Remnant Form, the hunt becomes
all consuming, every strike homing in on your prey's weak points. You add the bonus damage from your relentless predator feature to every supernatural strike you make, rather than only the first one on your turn.
Additional Spells
The additional spells listed here are available to the
Pariah, along with those listed on the spell list in the
original document.
Crimson Sigil
Transmutation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: S M (A drop of blood)
- Duration: 24 hours
You use a drop of blood to draw a tiny sigil in an unoccupied space within range. Multiple sigils can exist in one space. When a creature other than you enters a sigil’s space for the first time, any sigils in that space are triggered and destroyed. When triggered, a sigil produces one of the following effects (chosen when you create it):
- Explosion. The sigil detonates, and the triggering creature must succeed on a Dexterity saving throw
or take 1d10 necrotic damage. Multiple sigils in the
same space only prompt a single Dexterity saving throw. - Flare. The sigil erupts in crimson light, shedding
bright red light in a 10-foot radius and dim red light
for an additional 10 feet beyond that. The light fades
after 1 minute. - Whisper. The sigil whispers a short message of ten
words or fewer to the triggering creature. Multiple sigils whisper their messages in the order they were placed.
A crimson sigil is small and hard to see, but a creature can spot it with a successful Wisdom (Perception) check against your spell save DC.
You can maintain one sigil at a time, creating a second sigil causes the previous one to fade. When you reach 5th level, you can maintain two active sigils. This increases to three sigils at 11th level, and to four at 17th level.
Vitality Well
1st level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You draw upon the well of vitality within a creature to heal its most pressing wounds. A creature you touch can immediately spend one Hit Die to regain hit points. When a creature uses a Hit Die in this way, they add your spellcasting ability modifier instead of their own Constitution modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature may roll one additional Hit Die for each slot level above 1st, adding your spellcasting ability modifier to each die.
Hemorrhage
3rd level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You curse a creature’s blood, thinning it and causing its wounds to bleed profusely. Choose one creature within range that has blood and is below its hit point maximum. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 necrotic damage and becomes poisoned for the duration.
While poisoned in this way, the target’s body hemorrhages blood with every injury. Whenever the target takes piercing, slashing, or necrotic damage, it takes an additional 1d6 damage of the same type. At the end of each of its turns,
the target can repeat the Constitution saving throw, ending the effect on a success.
On a successful saving throw, the target takes half as much damage and suffers no other effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial necrotic damage increases by 2d6 for each slot level above 3rd.
Blood Puppet
5th level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You seize control of the blood within a creature’s body, tugging it about like a marionette. Choose one creature within range that has blood. The target must succeed on a Constitution saving throw or be restrained for the duration.
A creature has disadvantage on this initial saving throw if
you have personally dealt damage to it since the start of
your previous turn. A creature without blood automatically succeeds on this saving throw.
While restrained in this way, you can choose to move the creature up to half its speed at the end of each of your turns (no action required). If this movement ends within 5 feet of another creature, you can use your reaction to force the puppet to make one melee attack against a target of your choice.
At the end of each of its turns, the restrained creature
can repeat the Constitution saving throw, ending the effect
on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
The Pariah
Expanded
A plethora of new options for the Pariah class!
Includes 13 new seals, 8 new subclasses, and
4 new spells!
Version 1.2.6
Artist Credits
Cover Art: Magali Villeneuve
Page 1: Wayne Reynolds
Page 2: Eli Minaya
Page 3: Peter Mohrbacher
Page 4: Titus Lunter
Page 5: Zack Stella
Page 6: James Ryman
Page 7: Anna Pavleeva
Page 8: Sam Wolfe Connelly
Page 9: Evyn Fong
Page 10: James Ryman
Page 11: Dan Scott
Page 12: Ryan Alexander Lee
Page 13: Lauren YS
Page 14: Alessandra Pisano
Page 15: Grzegorz Rutkowski
Page 16: Caio Monteiro
Rear Cover: Dominik Mayer
Inspired by
Matt Mercer's Blood Hunter class
Laserllama's Alt. Blood Hunter class
Laserllama's Vessel class