Base Class: Cleric
The Deathbringers are intresting spellcasters, their spell slots are very diffrent, insted of long rests filling spell slots, you must drop to zero to fill them back up, you can only cast spells when you reach zero, when you reach zero, you can cast three spells. The Deathbringer's hit dice is always 1, they will get one hit point per level. If you succed on three saving throws, your health points are completely filled. You have a +2 on all death saving throws, death saving throws require at least a 12-20 to succed. Rituals are a massive part of the deathbringer cleric, and certain levels you can choose ritual, then at futrue levels, chosen rituals will upgrade. There are two types of rituals, flesh, and soul. Flesh can be used at any time, while soul rituals activate on death, soul spells will sometimes require souls, you can have up to 20 souls on you at one time, you can collect player souls and monster souls when the said creatrue dies. Souls can be used to heal players, if the soul is from a creatrue below cr 20, or players below level 15, it heals 1d8+2. If the soul is from a creatrue with a CR of above or equal to 20, or player higher than 15th level. Souls have a small chance of dropping, for creatruse below cr 20, or players below level 15, roll 1d8, if you roll a 8, a soul is dropped, if it rolls anything else, the soul is not dropped, for creatrues above or equal to cr 20, or players above or equal to level 15, roll a 1d20, if the roll is 18-20, the soul is dropped, if not, the soul is not dropped, this rule for soul drop rates do not apply to the rituals reaping soul and true reaper. You start at 8hp.
Story: These clerics seek out more powerful magic and power than life, they travel to the underdark, and find gloom hags, through a dark ritual, the powers of the cleric are inverted, the ritual express that life is a small fraction of living, and that in death, eternel power will be found. The clerics use these dark powers, destorying themselves to gain power beyond the simple plane of life.
Simple Rituals Of Soul & Flesh
at Level 2, choose one of the options below.
Flesh of the Sinful
Use the power of flesh, to heal, and hurt.
This ritual costs an action and can be used twice per death, choose a target within 60ft, deal 1d4 slashing damage to your self, the enemy takes 1d4 plus the amount of gold peices on the enemy, this damage is poison damage. the bonus to the 1d4 caps at ten.
OR
Reaping Soul
You conjure the power of souls, enhancing your ability to control death.
when you reach zero hp, you may choose this ritual to perform, if you do, fail one of your death saving throws to obtain 3 of your own souls.
At Level 11, the ritual you chose at level 2 will upgrade.
If you chose Flesh of the Sinful:
Destruction of Sin
You will punish mortals for their sins.
Choose a enemy within line of sight, deal 1d8 slashing damage to yourself, deal 1d8+ the amount of gold peices on the enemy, to the enemy, this bonus caps at 20 gp, this deals poison damage, also do 1d6+ the enemy's passive stat of your choice (ex:int) this bonus caps at 20, this does slashing damage to the enemy.
If you chose Reaping Soul:
True Reaper
Reap the souls of the dead.
when you reach zero hp, you may choose this ritual to perform, if you do, fail one of your death saving throws to obtain 8 of your own souls.
Drowning In Death
At level 4: twice per death, (this death dosent count towards that) Upon using this spell, the user drops to zero hitpoints. The target takes 1d12+3 necrotic damage, this attack auto hits the target, after using this you start with one succesful death saving throw.
Power of Soul & Flesh
At Level 6, choose one of the folllowing:
Merging Blood:
The power of dark fusion awaits...
once per death, you can use this ritual. Choose a creatrue within 90ft, deal 1d6 slashing damage to yourself, but you also deal 1d8 poison damge to the chosen creatrue, the chosen creatrue may not attack you on their next turn.
OR
Ancestral Call:
Summon the dead to aid you.
When you reach 0 hp, you may choose to perform this ritual, if you do, you may use a soul of a creatrue you have obtainend that is equal to or below a CR of 12 or a player below or equal to level 15, the summoned creatrue has 1hp, upon using this ritual, it is immediately the summoned creature's turn. You take the summoned creature's turn. Upon using this ritual, you automatticly fail one death saving throw.
At Level 17, the rituals you chose at level 6 get upgraded.
If you chose Merging blood:
Death Infusion:
Infuse opponents with lethal toxins.
Choose a enemy within a range of 90ft, deal 1d12 slashing damage to yourself, you can then deal 1d20+2 damage to the chosen target, the enemy you chose cannot attack you for it's next two turns.
If you chose Ancestral Call:
Dark Decendents:
Summon the souls of fallen gods, take control, and end your opponents.
Upon reaching zero hp, you may choose this ritual to perform, if you do, you may use a soul of a creatrue that is equal to or below a CR of 20 or a player equal to or below level 15, the creatrue is summoned with one hp, it is immediatly the summoned creature's turn. If you choose to use this ritual, fail one death saving throw automatticly.
Death Link & Master of Soul & Flesh (two in one becasue of homebrew limits)
At level 9, as an action, once per two deaths, you can use death link. When you use it, chose a creature within line of sight, you are linked to that creature. When linked, if you take damage from any creatrue, you, as a reaction deal 1d6 auto-hit necrotic damage to the linked opponent and heal yourself by the amount rolled. While your linked as your turn, you must attack the linked creatrue, or the link will break, if you chose to keep the link going, do 1d8 auto-hit necrotic damage to the linked opponent and heal yourself by that amount. While the link is active, you take double damage, if the linked creatrue dies, the link ends.
(gotta fit two abilities in here cause homebrew limits)
At level 12, choose one of the following:
Twisted Puppet:
Twist and move flesh at your will, put on a show.
Once per death, as an action, you can use this ritual. Choose a creature within a range of 90ft, they are now puppeted, you take their turn for them, for every turn they are puppeted they take 1d20 physcic damage, every turn the target is puppeted, you take 1d12 slashing damage. The puppeted creature must succed on a DC 21 wisdom saving throw, or stay puppeted, they take this saving throw at the start of their turn.
OR
Rising Doom:
Rise monsters from the abyssal realm.
Upon reaching zero hp, you may choose to perform this ritual, if you do, you must have 6 souls, choose 2 targets within line of sight. Those two targets must succed on a DC 21 STR saving throw, if they fail, they are Restrained, but this effect is diffrent from the normal restrained status effect, while they are restrained by this ritual, they cannot ,ove or attack on their turn, they are forced to roll the STR saving throw, after three turns of being under the effects of this ritual, the target takes 1d20+10 necrotic damge, this hits automatticly. Each turn the target is under the effects of this ritual, they take 1d8 auto-hit necrotic damage, after six turns of being under the effects of this ritual, the target takes 1d20+10 auto-hit necrotic damge, the effect ends after six turns of the creature being under the effects of this ritual, or they make the DC 21 STR saving throw.
At Level 20, the rituals you chose at level 12 get upgraded.
If You chose Twisted Puppet:
Stage Of Sins
Put on a show... Of a lifetime.
Once per death, as an action, you can use this ritual. Choose 3 creatures within a range of 90ft, those creatures are now puppeted, you take their turns for them, for every turn the targets are puppeted for, they take 2d20+10 physcic damage, every turn the target is puppeted, you take 1d12+5 slashing damage. The puppeted creature must succed on a DC 26 wisdom saving throw, or stay puppeted, they take this saving throw at the start of their turn.
If you chose Rising Doom:
Abyssal Annihilation
Rise gods from the abyssal depths, and command them.
Upon reaching zero hp, you may choose to perform this ritual, if you do, you must have 12 souls of creatures above a CR of 15, or/and player souls from players of above level 18. choose 4 targets within line of sight. Those two targets must succed on a DC 26 STR saving throw, if they fail, they are Restrained, but this effect is diffrent from the normal restrained status effect, while they are restrained by this ritual, they cannot ,move or attack on their turn, they are forced to roll the STR saving throw, after three turns of being under the effects of this ritual, the target takes 2d20+15 necrotic damge, this hits automatticly. Each turn the target is under the effects of this ritual, they take 1d12 auto-hit necrotic damage, after six turns of being under the effects of this ritual, the target takes 1d20+10 auto-hit necrotic damge, the effect ends after six turns of the creature being under the effects of this ritual, or they make the DC 21 STR saving throw.
Flashing Death & Final Death (two in one becasue of homebrew limits)
At Level 15, twice per death, as a action, you can use flashing death, choose one enemy in line of sight, they must make a Dc 22 const saving throw, if they fail, they take 1d8 physcic damage and their turn is skipped, they must keep trying to beat the saving throw, skipping their turn until they succed.
(two in one becasue of homebrew limits)
At Level 19, once per 4 deaths, you can use Final Death. Choose a target, you Drop to zero hitpoints with two failed saving throws, you can only be revived by a cleric/paladin spell of above 5th level, or making your death saves. You deal 3d20+20 necrotic damage to the target 5 times.
Previous Versions
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2/3/2024 2:32:02 PM
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5E
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Posted Feb 17, 2024Hello, I can see you put a lot of time and effort into this. Could you please go in and fix all of the typos. Also, refer back to the sheet about the upgraded abysal anyalation n dc. Stage of sins also has a very high damage to yourself and should be changed, as by level 20 you will only have 28 hp, exactly. You should probably update the hit dice hp gained, as well as changing call of the ansestors to how it is on the slideshow. The player level was never a restriction and you should change that.
-person u made this with (not the maker of werebard)
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Posted Feb 3, 2024amazing!