Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the Forsaker. The Forsaker rebels against the magic of the fantastic world around her. It's not that she doesn't believe in it; she knows full well that magic is real. She has felt its all too tangible power burn over her skin or wrest control of her mind from her. While others may ignore the dangers of magic and succumb to its siren call of power, the Forsaker knows better. To her, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon her own resources alone, the Forsaker becomes stronger, nimbler, tougher, smarter, wiser, than any of her companions. To that end, she treads a lonely path, deliberately depriving herself of magic's benefits and destroying any magic items and magic users she finds.
Forsakers can take up any standard or philosophy, though they tend more toward chaos than law. Evil forsakers hunt down and kill the most powerful users of magic that they can find, as if to demonstrate the ultimate weakness of the wizard and the sorcerer. Good forsakers commit themselves to expunging evil sorcery from their world, but they too see themselves as examples of how mundane strength can conquer foul enchantments
- Skill Proficiencies: You are proficient in the Perception and Survival skills.
- Tool Proficiencies: -
- Languages: -
- Equipment: -
In many cultures and belief systems, the height of purity is embodied in an ascetic lifestyle that involves forswearing all material possessions. Such a life is hard for most characters even to imagine, since their possessions—particularly their magic items—are such an important part of their capabilities. A character who is a Forsaker cannot own magic items, but gains certain spiritual benefits that can help outweigh the lack of those items. These benefits depend on his character level and is described into the "Personality Trait" chart.
Empowered Armor: A 1st-level ascetic receives a +1 bonus to his Armor Class. The bonus increases to +2 at 3rd level, and thereafter increases by +1 for each on level 6, 9, 12, and 16 up to +6.
Ability Score Improvement: When you reach 2h level, and again at 6th, 10th, 14th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1.You can increase an ability score above 20 using this feature.
Endure Elements: A 3rd-level ascetic is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit.
Empowered Strikes: At 4th level, an ascetic gains a +1 bonus on all his attack and damage rolls. In effect, any attack of the character counts as it were a magic weapon. This enhancement bonus rises to +2 at 10th level and to +3 at 17th level.
Sustenance: At 5th-level ascetic doesn't need to eat or drink.
Indomitus: At 7th level, an ascetic gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 18th level.
Mind Shielding: When you reach 8th level, you become immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allows it.
Resistances: At 11th level an ascetic gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, as well as resistance to fire, cold, acid, electric and thunder damage.
Greater Sustenance: Once he attains 12th level, an ascetic character doesn't need to breathe and is immune to Exhaustion effects, except death.
Freedom of Movement: At 14th level, an ascetic can act as if continually under the effect of a freedom of movement spell.
Greater Resistances: At 15th level an ascetic gains resistance to all damage types.
Regeneration: At 19th level an ascetic regains 1d6 hit points each turn until is not Incapacitated or Unconscious. If he is missing a body part, you can regrow it in 1d4 days.
Perfect Seeing: At 20th level an ascetic gains the benefit of the true seeing spell on his sight without limits of distance and becomes immune to gaze attacks.
Suggested Characteristics
--
| d20 | Personality Trait |
|---|---|
| 1 | Empowered Armor +1 |
| 2 | Ability Score Improvement |
| 3 | Empowered Armor +2, Endure Elements |
| 4 | Empowered Strikes +1 |
| 5 | Sustenance |
| 6 | Empowered Armor +3, Ability Score Improvement |
| 7 | Indomitus +1 |
| 8 | Mind Shielding |
| 9 | Empowered Armor +4 |
| 10 | Empowered Strikes +2, Ability Score Improvement |
| 11 | Resistances |
| 12 | Empowered Armor +5, Greater Sustenance |
| 13 | Indomitus +2 |
| 14 | Freedom of Movement, Ability Score Improvement |
| 15 | Greater Resistances |
| 16 | Empowered Armor +6 |
| 17 | Empowered Strikes +3 |
| 18 | Indomitus +3, Ability Score Improvement |
| 19 | Regeneration |
| 20 | True Seeing |
Comments