Base Class: Cleric
The world is a very harsh place, but it is home. You've spent your life doing what you believe to be what you should, and so far, things have paid off. Your world and your life changed after you were Chosen. A flash of lightning, A howling wind and storm around you and everyone, but your city was safe; a tidal wave crashing into the shore close by, but you seemed to divert it. A catastrophic event that showed that you were different. Or perhaps you were caught in a large group, suddenly changed so all of them could see. A voice spoke through you, you displayed magic unknown to them, your eyes shown bright with myriads of colors, or endless blood without pain came from you from cuts appearing everywhere on you. The display you show is not your own. A deity, an outer power, a powerful creature of the astral plane, or a cursed and powerful demon or devil has given you a blessing and a curse; to show the masses that you are the one it deems to carry out its whims, its ideas, its wants and needs.
Some look to you as a divine being, while others scorn you for not helping them when they needed it most. You are a harbinger of life or death, the bringer of good news or terrible omens, and you are someone everyone can look up to, mourn for your tragedy, or despise for your folly.
You didn't ask for this, but it is something you must live with.
Sudden changes to lifestyles or ones ideas of what they wanted to do can be hard to take and heartbreaking, but martyrs do their best with what they are given, and they are given quite a lot.
Martyrs have a strangeness about them; A question that needs answering, or something they need to be understood. This is called their Calling. Callings are what has given them their magic, and the more they understand it, pursue it, and try to advance what they think is right, the more powerful they will become, and the more answers they will know. These come with Breakthroughs in their knowledge and understanding of them, and they gain power and understanding from those. But in exchange for this power, there is a curse. Sometimes it is as simple as the loss of sight, a haunting feeling of always being watched, while others are strange maladies like never being able to recover from damaged limbs or being unable to ever smell, taste, or feel anything. The curses they endure are terrible at times, but one must make do.
The only real change with proficiency between the Martyr and the Cleric is Martyr's use d6 for HD, and armor proficiency is light armor only. Certain Callings give you the option of proficiency in heavier armor and martial weapons however.
NOTE: This is needing to be playtested! Please leave comments and suggestions for things to change or add. I'd like a more balanced character and feel some callings and curse combinations are definite easy choices but want you to use whichever you want. Thank you for any suggestions and comments you can give me!
Curse
Broken: You body seemed to be beaten up and broken.
You are more easily injured and stay injured longer from mundane sources. When hit with a physical attack, normal attacks deal maximum damage to you. You also heal 1 Hit Die less when recovering with long or short rests (minimum 1). You do however gain 1 extra hit die to your maximum HP each time you level up (this includes at level 1).
At level 5, You cannot be affected by critical hits. All critical hits scored against you are instead simply normal hits.
At level 10, If you would take any ongoing damage from a failed save, you instead take no ongoing damage.
At level 15, you are resistant to all magic, poison, elemental, radiant and necrotic damage.
Alone: You always seem to be forgotten or distant to people. No one feels like they know you very well. Not for lack of trying. It's just something they cannot do.
You can never benefit from flanking with someone else, and if you would get advantage on physical attacks, you instead roll normally. You have advantage on Deception checks as well.
At Level 5, you gain resistance to 1 type of physical damage. (You can change this typing at the start of a new day)
At level 10, you gain +2 to your Armor Class. This counts as natural armor, and is always added to your base armor class.
At level 15, you gain resistance to 1 type of magic damage. (You can change this typing at the start of a new day)
Tongues: During stressful situations, casting spells, or doing rituals, your voice changes, and you speak a language that not many know.
Select a language from the following: Primordial, Terran, Ignan, Deep Speech, Auran. You can only speak this language during combat and during stressful situations. Allies that must hear you and understand you must make a Intelligence Check of 10+Your Charisma Modifier to benefit from any spells cast on them, unless they know the language you speak. Creatures however roll with disadvantage to be effected by any spell that requires a language component, unless they know the language you speak.
At level 5, you learn one of the following languages: Primordial, Terran, Ignan, Deep Speech, Auran. You can speak this language during battle and other stressful situations. You know this language and can speak it outside of battle as well.
At level 10, You can understand all languages, and add another language from the list above to your languages you can speak during battle.
At level 15, you can speak and understand all languages, but you can only speak those 3 languages selected during stressful situations and combat.
Hated: Everywhere you go people seem to despise you.
All neutral NPCs and even some of your allies start out as unfriendly to you. You are not wanted in most places and have a harder time getting information from others. You roll with disadvantage on any Charisma based skill check when dealing with people in communities. Wild animals and even magical creatures seem indifferent to you and will not attack you unless provoked.
At level 5, you learn the disguise self spell and can use it once a day without expending a spell slot. When disguised, you roll charisma skill checks with NPCs and in communities normally. Without your disguise, you can talk to the more criminally inclined more easily as well to gain anything you need.
At level 10, You learn the Alter Self Spell and can use it once a day without expending a spell slot. You can also gain help in wilderness areas if you call for it from wild animals. You gain animal handling as a class skill and roll with advantage when dealing with wildlife in natural environments.
At level 15, You learn the hypnotic pattern and Major Image spells and can cast them once a day without expending a spell slot. You can also make Intimidate checks to any individual that sees you as unfriendly. You do this with advantage. This can immediately change their demeanor towards you as Friendly. Criminals see you as superior when talking to them, and this gives you some benefits and bonuses when talking to them (DM Discretion as to what those are).
Weak: You are physically weak. Labor and exertions of the body are not your forte.
You make all Dexterity and Strength checks/saving throws with disadvantage and decrease your Dexterity and Strength ability scores by 1. You make all Intelligence and Wisdom checks/saving throws with advantage however.
At level 5, Your speed can never be reduced below 20 ft. You also learn the Mage Hand Cantrip and add the shield spell to your list of spells known.
At level 10, You cannot be effected by the slow spell or similar effects. You also add +1 to your Intelligence and Wisdom Ability Scores.
At level 15, When making ranged physical attacks, you can use your Charisma Modifier instead of Dexterity for damage and attack rolls. You may also add a cantrip you know to the ranged attack, having the spell effect by triggered in mid air, at the point of impact, or in your space. (EX: Fire bolt creates a flaming Arrow that hits with physical damage as well as the 3d10 fire damage. A Minor Illusion spell attached to a thrown dagger to make it look like, right before impacting, that it is much sharper or more deadly, or that it came from a wall instead of being thrown by you.)
Sickened: You are under the weather more times than not.
When making Constitution checks or saving throws, you do so with disadvantage. Poison and disease effects are always at the maximum damage or effect duration. You can only have one poison or disease at a time however. You cannot have more than one of either.
At level 5, magic effects that affect your mind (charm and illusions for example) last for the minimum amount if you do succumb to them (1 round minimum otherwise). You roll these checks and saving throws with advantage.
At level 10, You can take in a poison or disease willingly. While you are afflicted with it, you can add the poison damage you succumb or disease effects to your spells and attacks. This effect stays until you recover from the poison or disease. You are also immune to the effects of being poisoned, but not to any poison damage.
At level 15, you cannot be fatigued, exhausted, slowed, petrified, stunned or paralyzed from poison or disease effects.
Scarred: You have hideous scars all over your body.
When making charisma based skill checks or saving throws, you do so with disadvantage. When making Intimidate checks, you do so with advantage.
At level 5, When casting a damaging spell, your body glows with magical energy across the scars, creating a 5 ft. burst around you that damages creatures for your martyr level. If you cast a healing spell, the spell heals an additional hit point amount equal to half of your martyr level (minimum 1).
At level 10, You can take a moment to center yourself during combat to regain a 3rd level spell or below (takes 1 action). You can only do this once a minute.
At level 15, Add +2 to your armor class.
Blind: The event that gave you your curse left you blinded. Milky white eyes now stare out to everyone.
You can only really make out things 10 ft. in front of you, but you now have darkvision.
At level 5, this range increases to 30 ft.
At level 10, Gain blindsight to a range of 30 ft. The darkvision goes to 60 ft.
At level 15, gain truesight to a range of 20 ft. The Darkvision goes to 90 ft. and the Blindsight goes to 60 ft.
Deaf: You became deaf when your curse began.
You suffer all the effects of being deaf, and all of your spells are now silent (as the subtle spell Sorcerer metamagic option).
At level 5, you can roll advantage on all perception checks made with using only sight.
At level 10, you can roll advantage on intitiative rolls, and you can now follow scents of other creatures as the scent ability.
At level 15, you gain tremorsense up to 30 ft. away.
Glutton: You feel voracious, but never full. Eating helps, but not for long.
You cannot benefit from any spell or item effect such as goodberry, heroes' feast, or a ring of sustenance. You do gain a bite attack that deals 1d4 for small creatures, 1d6 for medium, and 1d8 for large creatures. Every 8 hours, you must eat something, or gain a point of exhaustion. Biting a creature in combat relieves 1 point of exhaustion.
At level 5, you gain the grappler feat for free, and you have advantage on grappling creatures your size or smaller.
At level 10, your bite attack damage increases by 1 die.
At level 15, When you bite a creature, you gain half the damage you deal back in Hit Points.
Clouded: Your mind seems clouded and off. Making decisions and even thinking critically are very hard for you outside of combat. In combat however you are focused.
When outside of combat, your senses are slowed and you can only do basic actions. You have disadvantage on Mental skill checks, and you are only proficient in Constitution saving throws, but physical skill checks are not affected. You move at 20 ft under your own power in normal situations. During combat or stressful situations you move at 40 ft. You are proficient in all Mental saving throws, you can make Perception, Insight, and Investigation checks with advantage, and you add +2 to your initiative when rolling for initiative during combat. (When being effected by charm effects inside or outside of combat, you also have advantage on your checks for this).
At level 5, You can add Alarm or Floating Disk (as a ritual spell) to your list of known spells. When not in combat, you are under the effects of Shield of Faith until a combat round begins.
At level 10, You can add Mirror Image or Misty Step to your list of spells known. You can also act during a round you are surprised. When not in combat, you and only you are under the effects of Pass without Trace (as the spell).
At level 15, You can add Counterspell to your lists of spells known. When not in combat, you are under the effects of Nondetection and water walk (as the spell).
Watched: You constantly feel like you are being watched.
When in towns and cities, you have disadvantage on perception, persuasion, and investigation checks. In the wild, you have disadvantage on Initiative rolls. You always get to act first during a surprise round of combat and then roll your initiative regularly. You also gain advantage on one saving throw you do not have proficiency in.
At level 5, you can add Minor Illusion and disguise self to your lists of spells known. This adds the cantrip to your total cantrips able to be cast. You also have advantage on any slight of hand checks made when in a city or town. You have advantage on any stealth checks when in the wild.
At level 10, You can add Arcane Lock to your spells known. You are now proficient with Thieves tools and can now lockpick and disarm traps. If you were already proficient with thieves tools, you can now roll lockpicking and disarming traps rolls with advantage.
At level 15, You can add Clairvoyance to your lists of spells known. You can choose another saving throw you are not proficient in to have advantage on.
Burned: The event that changed you left you with burns. Your flesh seems melted and sliding.
Deception, Persuasion, Sleight of Hand, and Acrobatics checks are made with disadvantage. Intimidate, Investigation, and Insight checks are always made with advantage.
At level 5, You can use burning hands once a day without using a spell slot (it is also added to your spell list). If you succeed on an intimidation roll to get information from someone, you can roll again to sometimes get a little more info they are not very willing to share.
At level 10, You can cast flaming sphere once a day without using a spell slot (It is also added to your spell list). When you are near someone who rolls persuasion or Deception against you or an ally (within 10 ft) you can do a counter Intimidation roll. If you beat their roll, they must make their check again with disadvantage.
At Level 15, you can cast fireball once a day without using a spell slot (it is also added to your spell list). Whenever you are hit with fire damage, you are instead healed for 1d6 hit points. If this would cause you to hit your maximum hit point value, you gain temporary hit points equal to the remainder of the healing. You can gain up to 20 temporary hit points this way.
Calling
A martyr does not channel divinity, but they do use their powers in strange ways. You choose your calling as you would a Divine Domain and cannot change it once you finalize the character. DM approval and story reasons could cause you to change, but otherwise, you are stuck with it. You may choose any of the breakthroughs listed in the Breakthrough section under your Calling as long as you meet the requirements for it. If no requirement is stated, you can take the Breakthrough whenever you can. You gain a new Breakthrough at level 5, 8, 11, 14, 17, and a final, ultimate Breakthrough at level 20.
Each Calling grants bonus spells as well, similar to the progression of the Divine Domain feature for a cleric. You gain 2 spells at levels 1st, 3rd, 5th, 7th, and 9th. These are treated the same as spells gained through domains for clerics.
Note: Choosing a Martyr's Curse and Calling means you cannot choose a Divine Domain, use Channel Divinity, or Destroy Undead. These features replace the original cleric features.
ARCANE
Calling Spells: 1st: Burning Hands, Color Spray 3rd: Invisibility, Flaming Sphere 5th: Dispel Magic, Counterspell 7th: Black tentacles, Dimension Door 9th: Reincarnate, Wall of Stone
Arcane Bond: You can make a bond with an object or small creature. This acts as a spell book and a familiar. You can choose to let this object or creature be one of the following: Invisible at will, float and move freely in the air, or be hidden away in its own extra-dimensional space. This creature or object acts the same way as a familiar. If it is a creature, it must be on the familiar list. An object of tiny or diminutive size gains 1 cantrip related to its design. (Lanterns of any kind having the light, dancing lights, produce flame, or sacred flame cantrip. A small book having message, minor illusion, mage hand, fire bolt, or acid splash cantrip, etc.)
Breakthroughs:
Arcane Intellect: Your spells are cast as if they are 1 level higher for damage or effect purposes. Must be level 11 to take this Breakthrough.
Arcane Might: Damaging spells deal additional damage equal to your martyr level. If the damage it deals is elemental in anyway, the additional damage is done with that element.
Improved familiar: Your familiar gains another of the conditions above in the arcane bond section. It also doubles its Hit Points, adds +2 to its AC, and gains another cantrip plus a first level spell. It can cast its first level spell 3 times before needing to take a long rest. You can use this first level spell too if you need it. Must be level 8 to take this Breakthrough.
Arcane Essence: If you have any leftover spells for the day, you can focus on a vial, a stone, or another small object and make a potion of the spell or an item that has the power of the spell in it. All that is needed to activated it is speaking the command word you set into it. It can be kept for up to 24 hours after its creation, and then the magic dissipates. The spell must be of level 2 or lower initially. At level 11, the spell can be a level 4 spell or lower.
Rush of Power: You can maximize the effectiveness of a spell once a day. This maximizes damage, bypasses damage resistances (immunities are instead treated as resistances for this breakthrough) and if the spell has a Spell save DC to it, increase it by 2. You can do this one to begin with, but this increases by 1 at level 11, 14, and 17 for a maximum of 4 times a day. These uses are regained after a long rest. Must be level 8 to take this Breakthrough.
Magic Weaponry: You can add magic weapon to your list of spells known. You also gain a magic weapon of your own. This weapon is ethereal in nature and made entirely out of magic. You must create the weapon at the start of a new day. It can be a ranged or melee weapon, but must be one you are proficient in.
Pulse: While casting a spell in melee, you can send a pulse of energy out from your body that pushes creatures back up to 10 ft. The creature must roll a spell save DC using their Dexterity or Intelligence saving throw, whichever is lower. If they fail, they are pushed back 10 ft. They must go directly backwards from you. If they succeed, they are pushed back 5 ft. You can do this 3 times before needing to take a short rest to regain 1 use, or all uses after a long rest. This feature increases by 1 use at level 8, 11, 14, and 17.
Magic Mind: You have advantage on Wisdom or Intelligence saving throws (choose 1).
Ultimate Breakthrough: With damaging spells, all damage is rolled with advantage. You learn an additional level 8 spell of your choice from the wizard spell list.
BONE
Calling Spells: 1st: False Life, Cause Fear 3rd:Blindness/Deafness, See Invisibility 5th: Animate Dead, Bestow Curse 7th: Blight, Vitriolic Sphere 9th: Destructive Wave, Contagion
Curse of Undeath: Anytime you cast a spell with damage, you can choose to make half of the damage inflicted necrotic instead. This saps the strength from a creature for 1 round, inflicting a -1 penalty to the creature's attack roll. If they are vulnerable to necrotic damage, this increases to -2. If resistant, the creature does not receive this effect.
Breakthroughs:
Bone Storm: As an action, you can summon a flurry of bones from the earth or around you to protect you. This acts as the spell shield of faith, but does not require concentration. You can use this feature 3 times before needing to take a short rest to regain 1 use, or a long rest to regain all uses.
Skeletal Servant: You can summon a skeletal servant to do your bidding. This creature can act as a familiar for you. It takes its own turn and has its own initiative, but you control what it does. At level 8 this creature changes into a Ghoul or a Specter, and a Ghast or Minotaur Skeleton at level 11. At level 14, you can summon a Wight. Use their respective stat blocks from the monster manual for your servant's stats. Once their HP reaches 0, or 24 hours have passed, they break apart or dissipate. You can use this feature again once you finish a long rest.
Immediate Rising: If you see an ally within 30 ft. of you hit 0 hit points, die, or has stabilized, you can help them recover. If they are unconscious, they revive with 1 hit point immediately and can rise to their feet immediately. This does not provoke any attacks of opportunity. If they have not stabilized yet from dropping to 0 hit points, you can immediately stabilize them this way instead. You can do this once every hour.
Undead Resilience: You are resistant to radiant damage. Must be level 11 to take this Breakthrough.
Undead Bite: If you kill a creature with necrotic damage, you can send half of the necrotic damage split between 3 other creatures within 15 ft. of the target.
Undead Blight: All necrotic damage can be doubled. Must be level 11 to take this Breakthrough. This counts for the Undead Bite Breakthrough as well (dealing full damage to 3 other creatures within 15. ft. of the target.)
Undead Contagion: When dealing necrotic damage, your spells and attacks leave behind a pool of undeath that harms creatures that end their turn in it. the damage of the pool is 3d8+your charisma Modifier. The pools stay around until you fall unconscious. Damage for the pools increase to 4d8+your Charisma modifier at level 17. Must be level 14 to take this Breakthrough.
Undead Rending: You can imbue a creature's attacks to deal bonus necrotic damage. This acts as the spell magic weapon, but instead of magic damage, it is necrotic, and deals an extra 1d6 necrotic damage. You can do 3 times a day. You regain 1 use of this on a short rest, or all uses of it after a long rest. At level 8, 11, 14 and 17, this damage goes up by 1d6.
Ultimate Breakthrough: You have fully realized the undead knowledge of your calling. You no longer need to eat, sleep, breathe or rest. You are immune to bleed and necrotic damage, have resistance to slashing and piercing damage, and are resistant to charm effects. Once a day, you can summon 1d4+2 Undead creatures of CR 3 or lower. They do not attack your allies and can be commanded if you so choose.
BATTLE
Calling Spells: 1st: Absorb Elements, Longstrider 3rd: Find Steed, Cloud of Daggers 5th: Haste, Elemental Weapon 7th: Freedom of Movement, Find Greater Steed 9th: Circle of Power, Destructive Wave.
Battle Bond: Battle creates bonds that last for ages. You can have a bond to a single weapon, or to a group of people. As a weapon bond, you can summon this weapon in the same way as the Eldritch Knight subclass of fighter. As a group of people, the bond you forged has given you all benefits when together. When within 15 ft. of a comrade whom you named in your bond, you and your allies add +1 to your attack rolls and add 1d6 to your damage on melee or ranged physical attacks. When resting with comrades, you and your allies heal for an additional amount equal to your Charisma Modifier.
Breakthroughs:
Battlefield Magic: You can choose two of the following cantrips to learn: Booming Blade, Blade Ward, Green Flame Blade, Lightning Lure, True Strike, or Sword Burst.
Born to Fight: You are proficient in all Martial weapons.
Born to Defend: you are proficient in all armor and shields.
Born to Lead: If you take Born to Fight and Born to Defend, you gain Born to Lead automatically. As a reaction, you can command 1 ally within 30 ft. of you to move half of their normal speed and make a single action. You can do this once a round as a reaction.
Battlemind: When in combat, you have advantage against charm effects. You must be level 8 to take this breakthrough.
Clean Cuts: Knowing how to fight people has made it easier for you to cut them down. Whenever fighting humanoids, you gain an extra 1d4 weapon damage. This damage goes up at level 8, 11, 14, and 17 by 1d4, for a total of 5d4.
Counter: As a reaction, when you are attacked, you can immediately make an attack against your attacker. If you hit, their attack is negated, and you deal half damage. Must be level 11 to take this Breakthrough.
Battle Hardened: Close calls and wounds have hardened you. Add your Charisma Modifier to your HP rolls at each martyr level. This effects levels already gained as well.
Calming Words: Your words in battle and out have a lasting effect on others. When a creature within 30 ft. of you is affected by an effect that would make them take damage, be restrained, paralyzed, stunned, charmed, or effected by environmental damage, you can negate these effects for the creature or negate the damage done. This does not take an action to use. Outside of combat, you can ready someone for combat by speaking these calming words. You can give a creature +2 to their AC, +2d6 temporary hit points, and advantage on one saving throw they are not proficient in for 1 hour. Using this skill outside of combat does not count towards your uses for the day, but you can only use it once and must wait for the effects to fade, the creature to die that you gave the Calming Words to, or you can switch your target of the Calming Words. You can use this feature three times before taking a long rest to regain all uses, or one use after a short rest. Must be level 11 to take this Breakthrough.
Ultimate Breakthrough: You are immune to being stunned or paralyzed. All weapons you wield are considered magical. You also increase the critical range of these weapons by 2.
THE BEYOND
Calling Spells: 1st: Armor of Agathys, Hideous Laughter 3rd: Crown of Madness, Moonbeam 5th: Hunger of Hadar, Enemies Abound 7th: Black Tentacles, Phantasmal Killer 9th: Far Step, Immolation
Foreign Mind: you randomly blather and speak things that don't make sense. To you they do, but to others, your mind is gone. Replace your curse with the Foreign Mind curse. You have advantage on being charmed and Scrying does not work on you. Trying to view you in this way only shows a black mass of nothing, as if that area of someone's vision was not there. When around others, you make them uneasy and sometimes scared. When you are flanking with someone, they do not benefit from the flank, and if you try to aid an ally, you do not aid them at all. Your spells still work on others however. Transformation magic such as polymorph cannot effect you either, as your mind and your form cannot be altered due to your influence from beyond. You are still effected by Illusion magic.
Breakthroughs:
Eldritch Magic: Gain 2 of the following cantrips: Ray of Frost, Thaumaturgy, Eldritch Blast, Chill Touch, Infestation, Prestidigitation, Minor Illusion.
Deep Thoughts: Your mind seems to sleep while something else keeps you awake and alert. You have advantage on initiative checks and you are always alert. You can act during surprise rounds as well. When you take watch, you can stay asleep, allowing your body to be controlled by whatever watches over you. You have advantage on perception and investigation rolls when acting in this way. You must be level 8 to take this breakthrough.
Infested Thrall: You can control a creature of CR 1 or less if they fail a spell save DC. This is a charm effect. When in control, you can move this creature up to its base speed, attack, cast its spells if it has any, have it speak words you wish in any of its languages, and roll skill checks. Deception, disguise, and insight are rolled at disadvantage for this creature under this effect. At any time for the hour you have control of this creature, you can make it burst and cause 3d8 damage of a given type of your choosing from the following: Poison, Psychic, Necrotic, or Radiant damage. You can use this feature once before needing to take a long rest. You gain another use of this feature at level 14. The CR of the creature goes up by 1 CR @ level 14 and 17. You must be level 8 to take this Breakthrough.
Controlled Madness: You can unleash a part of your mind into the reality before you. Roll a 1d4 and refer here for what happens:
1. Fleshwarp: Any creature within a 30 ft. cone in front you of must roll A Dexterity saving throw against your spell save DC. If they fail, they take 4d6 psychic damage and fall prone. On a successful check, they take half damage and do not fall prone. Their flesh seemed moved and braised, as if it was moved around on their body and put back in somewhat the same spot.
2. Blackened Thoughts: You cast the darkness spell over a 20 ft. area. Any creature caught in the area on the start of their turn must roll a Wisdom saving throw against your spell save DC. On a failed save, you can choose 2 allies to make an attack roll against the creature who failed the check. The allies must be near the spells area to attack the creature. Damage and attack rolls are calculated as normal. If they succeed on their saving throw, they are merely in darkness. If they stay in the darkness however, they will need to roll their wisdom saving throw again.
3. Contact: You make contact with your deity and ask for aid. You can regain a spell of level 3 or lower, choose an ally to regain a spell in this way, or have each of your allies within 30 ft. of you gain +1 AC and your martyr level in Temporary hit points.
4. The Yellow Sign: Choose a damage type. Thunder, Wind, Radiant, poison, or Psychic. You can select where the Yellow Sign is put down. It's looks differ from person to person, but only you can see its truth. Any creature standing in its area at the start or end of its turn takes 6d6 of the chosen damage. There is no save for this. Resistances and immunities still apply to the damage however.
Must be level 11 to take this breakthrough.
Deeper Thoughts: Your mind can peer into others thoughts and into the dreamscape and ethereal plane. When you sleep and your body takes over, you can move around into other's dreams that are up to 10 mile away. You can alter someone's thoughts or perceptions if you can talk to the person in their dream. If you take any damage in the dreamscape or the ethereal plane you are immediately teleported back to your body, but still sleep. Your body has more autonomy without you around however. You can answer simple questions and know the answers to certain things asked of you automatically. You can attack while you 'sleep' with advantage on your attacks, and can cast any leftover spells of level 1 or lower. You can move at your base speed still, and cannot take the dash or withdraw actions. Must be level 11 to take this Breakthrough.
Thoughts from Beyond: If you take Deep and Deeper Thoughts, you gain resistance to psychic damage automatically and gain the effects of a Ring of Mind Shielding. (select something on your body to act as the Ring. This can be an item you wear, or even a part of your body.)
Piercing Gaze: Gain an eye beam similar to a beholder. Check through the beholder stat block on the monster manual. A different ray is shot each time you activate this. You can do this 3 times a day before needing to take a long rest. At level 11, and 14 you gain another use of this feature.
Mutation of The Beyond: You gain another mutation:
1. Your skin changes into a different form. Scales, thick and wet flesh, or simply a metallic finish that is as strong as iron appear on you. You gain +1 AC.
2. Your legs take on a different form, elongating or growing more powerful in an strange way. You gain +10 ft. of movement speed. Anytime you take a running start to jump, you only need 5 ft. of movement and make the jump with advantage.
3. Tumor: A tumor of some kind has grown on your body. You gain your Martyr Level + charisma mod in temporary hit points at the start of each day.
4. Extended Arms: your arms grow in length, allowing you to have a reach of 10 ft.
5. Harm: You gain a bite, claws, knived protrusions, anything of your choosing attached to you. These deal 1d8+your Charisma modifier in damage.
6. Black Hole: A part of your body has been slit open and contains a black hole. This can be your stomach, your arm, your leg, even taking out one of your eyes. This is an extra-dimensional space. You can store up to 50 lbs of materials in it. Anyone you allow can retrieve things from this space.
You can take this breakthrough multiple times, but cannot choose the same number twice.
Ultimate Breakthrough: You become an avatar of your deity. You are immune to charm, stun, paralysis, poison effects and Psychic damage. You are weak to Fire damage however.
DRAGON
Calling Spells: 1st: Cause Fear, Chromatic Orb 3rd: Invisibility, Flaming Sphere 5th: Fear, Haste 7th: Greater Invisibility, Polymorph 9th: Reincarnate, Scrying (spells Chromatic orb and flaming sphere must be the same as the dragon damage typing you choose)
Dragon's Wrath: Choose a type of dragon to inherit your calling from. This type of dragon is now your energy type for all the attacks you use from this calling. If it causes damage of any energy type, it is your given energy type. You gain either: Claws (1d6 for medium creatures in damage), A tail (can make an extra attack to trip creatures), or a breath weapon (1d8 energy damage in a 15 ft. cone in front of you). This calling causes your body to change and mutate more into that of your chosen dragon type. Scales, horns, a snout of sorts, small vestigial wings, etc. They do not help you in battle yet until fully developed, but they may grow in power through your breakthroughs. The damage for these attacks increases by 1 die each time you take a new Breakthrough. Dragonborns who take this Calling gain a second of the above mutations.
Breakthroughs:
Greater Wrath: Increase damage of taken change by 1 die. (tail gains an attack along with the trip of 1d6).
Scaling: Your body begins to scale over more, adding +1 to your AC and resistance to your energy type taken. Must be level 8 to take this Breakthrough.
Dragon Wings: You sprout a pair of wings capable of flight. You fly at your walking speed, and can fly for a number of minutes a day equal to 10 x your Charisma Mod. Once the time is done, you don't simply drop. You glide down as you fall. Must be level 8 to take this breakthrough.
Dragon's Knowledge: You have advantage on skill checks while in the domain of the dragon of your Calling (Swamps for Black dragons, Forests for Green dragons, etc). You also know the patterns of your dragon calling. Their eating habits, their demeanor towards other life, where they dwell, how often they sleep, etc.
Treasure Seeker: When you look for spoils in battle, or investigate treasures or chests, your investigation rolls are with advantage. You can also find and disable traps from chests or treasure rooms and can take advantage on disabling the traps. You also will find at least 10 gp in coins and one gem of varying worth.
Dragon Sight: Extend your sight by 30 ft. and gain darkvision. if you already have darkvision, gain blindsense to 30 ft.
Flare: You gather energy in you and release a ball of your energy type effecting the same area as your breath attack. The damage is doubled and there is no save to avoid the attack, Evasion, uncanny dodge, and resistances/immunities can still be used for this. You can use this feature 3 times a day. A short rest regains 1 use of this feature, whereas a long rest restores all uses. Must be level 11 to take this breakthrough.
Landstrider: Gain +10 ft. of movement. your first 10 ft. of movement are not effected by difficult terrain.
Ultimate Breakthrough: You gain the ability to Polymorph into a Young Adult dragon of your typing once a day. You gain their immunities, resistances, and weaknesses.
METAL
Calling Spells: 1st: Mage Armor, Shield. 3rd: Heat Metal, Flame Blade 5th: Elemental Weapon, Flame Arrows 7th: Fabricate, Elemental Bane 9th: Creation, Immolation
Metallic Sheen: All weapons in your hands gain +1 to attack and damage rolls. You also gain proficiency with a single selected weapon. Your weapons seem to have an almost impossible shine and sharpness to them.
Breakthroughs:
Deadly: Weapons in your hands are more deadly than others. If you reduce a creature to a hit point value that is equal or lesser than your martyr level, the creature instead drop to 0 hit points.
Crafter's Passion: When you create weapons or armor, you can always make them at least have a +1 bonus. Must be level 8 to take this Breakthrough.
Metal Dregs: Your weapon or armor can produce small beads of metal. These dregs can be fired up to 40 ft. and deal 1d8 damage per bead. They fizzle out and erode into nothing as they hit their target. You can fire up to your 5 beads. You can take a short rest to restore 1 bead, and a long rest restores all uses of the beads. You can use your weapon to point at a target and fire these dregs, but for armor it is triggered as a counter to when you take damage. The targeted creature can make a Spell save DC Dexterity saving throw to halve the damage. When within 20 ft. the saving throw does not occur. When firing the beads from a weapon, you can select how many beads you fire at a time. Damage increases for this breakthrough at level 11, 14, and 17 by 1d8. Must be level 8 to take this breakthrough.
Cooling Off: After you finish an encounter, you can immediately take a short rest for 1 minute. Must be level 11 to take this Breakthrough.
Charge Metal: You can imbue up to 3 weapons a day with electricity, fire, or acid, giving it an additional 1d6 damage (This charge goes away after 1 hour of use). You regain 1 use of this feature after taking a short rest, or all uses after a long rest. Must be level 8 to take this Breakthrough. Damage goes up by 1 die at level 11, 14, and 17.
Quick Craft: You can grab a broken or rusted weapon and fix or create a new weapon that lasts for 10 minute after crafting it. This weapon counts as a +1 weapon for you and you alone. Creating a weapon in this way is a bonus action. Must be level 8 to take this Breakthrough.
Metalwork: You gain proficiency in all martial weapons and armor, along with all shields.
Brilliant Weaponry: If you take the Metalwork and Quick Craft Breakthroughs, you automatically get Brilliant Weaponry. When you create a weapon with Quick Craft, you can instantly add an effect/elemental damage to it. You can make it give off light as a torch, extend the reach by 5 ft., make it a light weapon (with a -2 damage penalty), increase the critical range by 1, or imbue it with 2d6 elemental damage. This damage goes up by 1 die at level 11, and 14. You can further increase the damage of this by using the Charge Metal Breakthrough, increasing the damage by 1d6 as well.
Rusted Hold: You can grapple an opponent and on a successful grapple, turn their weapon or armor into a rusted set. After one hit it crumbles away. Must be level 8 to take this Breakthrough.
Ultimate Breakthrough: You are never exhausted and suffer no exhaustion points. You have 1 weapon that is your ultimate creation, which is a +3 weapon with +1 to its critical range. Your armor is also a +3, and adamantine. You gain resistance to fire as well.
FEY
Calling spells: 1st: Charm Person, Color Spray 3rd: Alter Self, Enthrall 5th: Enemies Abound, Stinking Cloud 7th: Confusion, Dominate Beast 9th: Awaken, Dominate Person
Trickster: When you cast a spell from the illusion school, the spell is cast at one level higher. You can also discern these spells better than most, and gain advantage to your checks to save against an illusion spell cast on you.
Breakthroughs:
Jokes and Japes: Whenever you cast an illusion spell and a creature is effected by your spell, you can move 15 feet away from your space and leave a copy of your image in your wake which lasts for a full minute unless attacked. This copy can move in place, but not speak. You can control it for as long as it can be active.
Fever Dream: Whenever you sleep, you are aware and not caught off guard by any ambushes. You can also cast 1 cantrip every hour you are asleep and are aware of your target and where they are. If you do not sleep and instead enter a trance or a state similar, you instead gain 1 additional cantrip of the illusion school, and an additional first level spell of the illusion school. Must be level 8 to take this breakthrough.
Beautiful Nightmare: You have a naturally charming and terrifying visage to those that see you. You can choose which of these to display at any time. With your beautiful visage, Charm spells gain a +1 to to their DC and persuasion/deception skill checks are made with advantage. With the Nightmare visage, you can impart a +1 attack and damage effect to any ally within 15 ft of you, and intimidation/persuasion skill checks are made with advantage.
Fade Away: You can become invisible for 1 round of combat. You can use this 3 times a day. This acts as per the spell invisibility. Your uses of this increase at level 8, 11, 14, and 17, for a total of 7 times a day. Taking a long rest restores all uses of this, while a short rest restores 1 use. Must be level 8 to take this breakthrough.
Fading Step: When you move at least 10 ft. creatures that make attacks of opportunity on you do so with disadvantage.
Tricky Dodge: You gain a +1 to AC when you move at least 10 ft.
Shifting Image: With Fade Away, Fading Step, and Tricky Dodge, whenever you take at least 10 ft. of movement, you leave behind an image of yourself. This image acts the same way as the Jokes and Japes Image, but lasts until hit with an attack or dispelled.
Erratic Energy: choose up to 2 creatures within 60 ft. of you. Roll twice on the Beholder's Eye ray chart. These rays effect the two targets (One for each. You can choose which is effected by which one). You can do this 3 times a day, and an additional time at level 14 and 17 for a total of 5 times a day. You regain all uses of this feature when you finish a long rest. Any DC needed for a saving throw takes your Spell save DC. Must be level 11 to take this Breakthrough.
Fey Touched: You gain proficiency in Intimidation, Deception, and Persuasion. If you already are proficient in any of these skills, you roll these skills with advantage.
Ultimate Breakthrough: Your subtype changes from what it once was to fey, you gain Darkvision up to 90 ft., immunity to sleep effects, poison, and resistance to all physical damage.
NATURE
Calling Spells: 1st: Entangle, Animal Friendship 3rd: Locate animals or plants, Barkskin 5th: Call Lightning, Conjure Animals 7th: Conjure Woodland Beings, Giant Insect 9th: Control Winds, Maelstrom
Natural Body: Whenever you are in natural areas, you are not affected by difficult terrain. When taking a long rest outdoors, you can cast Goodberry without expending a spell slot. This can be done before or after the long rest. As a standard action, you can also use a one Hit Die to instantly regain 2d6+half your martyr level in hit points. You can do this as many times as you have hit die.
Breakthroughs:
Leaf Shield: Summon a flurry of leaves to encircle you. Gain +1 AC for 1 minute, and all ranged physical attacks have disadvantage on you. You can do this as bonus action.
Natural Empathy: Woodland creatures, magical and non, do not see you as a threat. You have advantage on checks against them and can convey your emotions to them with grunts and animalistic noises. You can understand them as well. Once a day, you can also call on their aid if you need it. You can: Call for a lookout throughout the night, ask to have something tracked, know the way out of an area, or create a distraction in combat. This counts as a bonus action for all combat purposes.
Circle of Life: The circle of life is in continuous motion. You can use killed animals, plants, and other beast-life to benefit you and your allies.
Animals: You can distribute 2d6 HP between you and your allies for each animal corpse within 15 ft. of you. If already at full HP, this is made into Temporary HP. Or, you and your allies gain advantage to any skill check in the next 24 hours. If not used within 24 hours, the effect dissipates.
Plants: You and your allies within 15 ft. of you gain a layer of thickened skin, giving you +1 to AC for 1 hour.
Magical Animals: You and your allies within 15 ft. of you regain 1 first level spell. If your allies do not cast spells, they instead gain the magical property to their weapon for 1 hour.
Fungus: You and your allies gain advantage on your stealth checks for 1 hour.
You can do any of these up to 3 times a day, increasing by 1 at level 14, and 17. Once expended, you regain the use of this feature after finishing a long rest. You must be level 11 to take this Breakthrough.
Nature's Ally: When you drop to 0 hit points or below; if you are in a natural area, you instantly stabilize and can roll a d20. If you roll a 10 or higher, you can cast a 2nd level spell or lower instantly. You do not use the spell slot of this spell in casting it this way. If the spell hits, you regain 1d6+your Charisma Mod in HP and stay standing. If the spell misses, or you roll below 10 on your d20, you instead automatically stabilize and the first critical attack to your unconscious body is negated. You can do this once per day. At level 8, 11, 14, and 17, you can do this one additional time, for a maximum of 5 times a day at level 17. You regain all charges of this at the dawn of the next day. Each subsequent time you use this ability for the day, the DC for the roll goes up by 1.
Plant Power: When near living plants, your physical attacks do an additional 1d4 nature damage. This damage goes up by 1d4 at level 8, 11, 14, and 17.
Thorny: Small thorns cover your body. You can protrude these as a free action. Anyone grappling you has disadvantage on their grapple checks, and anyone touching you sustains 1d6 damage and must make a Constitution saving throw to avoid being poisoned (1d6 poison damage ongoing) (Spell save DC. Can be rolled each round to halt poison). You can use these thorns as natural attacks as well. 1d6 piercing damage for each hand as a natural attack and the creature must make a Constitution saving throw to avoid being poisoned. These attacks use your Charisma modifier for attack and damage rolls. Must be level 8 to take this Breakthrough.
Plantlike Bond: You gain a vine like familiar that latches onto you. This plant can extend up to 10 ft. in front of you, sustain you and your equipment weight if you hang from the vine, and can also be used for attacks. (use as a whip for damage purposes)
Protective Plant: If Plantlike Bond, Thorny, and Plant Power are taken together, the plantlike familiar makes its own attacks on your turn. It uses your Charisma Modifier for its attacks and uses the Thorny 1d6+1d6 poison damage for its damage. This plant also gets its own reaction usable for attacks of opportunity.
Floral Pheromones: All those that come near you seem to enjoy your company. When in villages, towns, or cities, creatures who are within 30 ft. of you see you as friendly. If the creature cannot smell, the are not effected by your pheromones. You can roll persuasion, intimidation, and deception skill checks with advantage, and these count as class skills for you.
Ultimate Breakthrough: Immunity to poison and nature damage. Can cast Transport via Plants 3 times a day. When in direct sunlight, you can roll 1 hit die to regain hit points every hour. This does not expend the hit die to be used this way. You must be in sunlight for the full hour.
WATER
Calling Spells: 1st: Create or Destroy Water, Fog Cloud 3rd: Blur, Misty Step 5th: Tidal Wave, Create Food and Water 7th: Control Water, Watery Sphere 9th: Control Winds, Cloudkill
Slick: Creatures have disadvantage when grappling you, and you have advantage on deception, sleight of hand, and insight checks when made within 30 ft. of a body of water (must at least take up 50 ft. of area).
Breakthroughs:
Swift as the Current: You gain +10 ft. of movement. When you move 10 ft. or more, you leave a trail of water behind you. This makes the ground slick in your path for 1 round after you move. A Spell Save DC Dexterity check must be made for creatures walking over or onto the space or they fall prone. This water stops the spread of fire and fire based spells as well. Standing in it and being hit with a fire spell gives you advantage on your saving throw to avoid or reduce damage.
Waves: Your attacks seem to hit like the lapping of waves. When you make physical attacks against a target, with each subsequent hit you can never do less damage than your highest damaging attack. If you miss, you still retain the highest damage amount the next time you hit. You can continue to try to roll for a higher damage amount, but you cannot damage the target for lower than your highest damaging roll.
Like Water: You have a +2 AC when moving. You also have advantage on Athletics, Acrobatics, and deception checks. These also become class skills for you.
Fluidic Transportation: You can leap into a body of water as small as 10 ft. in diameter and transport up to 1 mile away to another spot of an equal watery area. You can do this up to 3 times a day, increasing to 5 miles and then 10 miles and one extra use at level 14 and 17. You regain these uses after finishing a long rest. Must be level 11 to take this breakthrough.
Watery Grave: When you reduce a creature to 0 hit points with a spell that deals damage, you can suck out any fluid from the body of the creature and immediately use it as a spell attack against another creature within 15. ft. of the creature. This attack deals 2d6 damage + 1d6 poison damage. Succeeding the save only deals half damage.
Watery Form: You are not impeded by water when you enter it and you swim at your walking speed. Any fire spells you cast can now work under water as 'steam' spells. At level 11, as a reaction, you can reduce yourself to a puddle of water nearly instantly to avoid an attack, and immediately move up to 15 ft. away from your current spot. You can do this once a day at level 11, and an extra time at level 14 and 17. You regain these uses after taking a long rest. Must be level 11 to take this Breakthrough.
Torrential Transportation: If taking Fluidic Transportation, Watery Form, and Swift as the Current, when you reduce yourself into a puddle as a reaction, increase you movement to 30 ft. instead and leave a trail of water behind you like the Swift as the Current breakthrough.
Oasis Shimmer: When walking or riding, you and allies within 30 ft. of you cover twice the distance without becoming exhausted (Moving at a fast pace). As long as you keep moving and have been moving for half an hour, creatures have disadvantage on their perception checks to see you and your allies as well.
Rapid Cast: You can cast two spells a round; one as a standard action and the other as a bonus action. The bonus action spell must be at least a level 3 spell or lower. Must be level 8 to take this Breakthrough.
Downpour: You can cause a small cloud to heavily rain over an area do 30 ft. This rain grants you half cover from creatures at least 15 ft. away from you. You and your allies however can see perfectly fine through the rain. The rain lasts for 1 minute, and a heavy fog comes after the rain is finished, giving 3/4th cover to anyone 10 ft. away from another.
Ultimate Breakthrough: You gain immunity to cold damage and resistance to Fire damage. You no longer need to drink anything and can breathe underwater.
THUNDER
Calling Spells: 1st: Chromatic Orb, Thunderwave 3rd: Shatter, Silence 5th: Thunder Step, Lightning Bolt 7th: Sickening Radiance, Storm Sphere 9th: Destructive Wave, Wall of Light
Thunderous Roar: Whenever you cast a spell that deals damage, you can add your martyr level of thunder damage to it, sending a loud crash of thunder reverberating out from the vicinity. The noise can be heard up to 300 ft. away and if any creature within 10 ft. of it fails a Spell save DC Constitution saving throw, they are deafened for a round.
Breakthroughs:
Coming Storm: You can let out a scream as a free action. It sounds like thunder to one creature you select. Select a creature and make them your quarry. On the next turn, until you select another creature (and yell again), you have advantage on physical and spell attacks against this target for the next minute. This is a mind effecting ability, and if the creature cannot be affected by mind affecting effects, then this ability does not work on that creature.
Shimmer: With a flash, you can move up to 15. ft. when you cast a damaging spell. This movement is not subject to attacks of opportunity. This flash has no audible sound if you so choose. If it does, the sound of thunder radiates from where you moved from and reaches 100 ft. away. Any creature within 5 ft. of that square must make a spell save DC Constitution saving throw or take 1d6 thunder damage or half as much on a successful save.
Thunder Roll: As a reaction, you can use the Rogue class' uncanny dodge feature to avoid damage and move 15. ft. in the process. At level 8, you can use your reaction to use the Evasion feature from the same class along with 20 ft. of movement.
Ride The Lightning: You can release a burst of energy in the form of a lightning bolt, hitting up to three creatures in a jagged line of up to 90 ft. You can carry yourself along this lightning bolt and exit at wherever you wish. This lightning acts as the spell Lightning Bolt for damage purposes. You can use this feature 3 times a day at level 11, and an additional time at level 14, and 17. These uses are regained after finishing a long rest. Must be level 11 to take this Breakthrough.
Crack of Thunder: You can send a surge through the ground that rumbles and shakes creatures. Targeted creatures within 60 ft. of you that are on the ground must make a Spell save DC Strength saving throw or be knocked prone. If they get up at any time before your next turn, a flash of lightning crashes through them and thunder can be heard 300 ft. away. The lightning strikes this way cause 5d8 lightning damage, and half as much on a successful Dexterity saving throw (Spell Save for the DC). You can do this once a day at level 11, and one additional time at level 14 and 17. These uses are regained after finishing a long rest. Must be level 11 to take this breakthrough.
Blast: With a loud boom, a crackle of thunder rips from your body as energy bursts from you. Any targeted creature within 15 ft. of you must make a Dexterity saving throw at disadvantage (Spell Save DC). On a failed save the creatures suffers deafness (if they can hear to begin with) for 1 hour, they are pushed back 20 ft. (if they are one size category larger than the caster, they are pushed only 10 ft.), and they also suffer 6d8 thunder damage. On a successful save, they are not pushed, deafened for only 1 round, and only suffer half damage. You can do this one time a day at level 14, and an additional time at level 17. These uses are regained after finishing a long rest. Must be level 14 to take this Breakthrough.
Big Blast: If you have Crack of Thunder and Blast, when you use crack of thunder, small blasts with half the damage happen around where the lightning strikes. You can select 3 spots within 10 ft. of the original location to set these blasts. The blasts only take up 5 ft of space.
Bang: You point your finger to a creature you can see clearly. With a blast of energy, whipping and whirling electricity shoots from your finger into a cone stretching to the creature. A loud bang of sound echoes in that direction. The blast causes any animal to run away in fear from the sound. The target feels the blast ripple throughout their body. They are immediately sickened and suffer 2 points of exhaustion. They are deafened for a full week, and suffer 15d8 thunder damage. An Intelligence saving throw of 25 is needed to escape the effects and only suffer half damage, and are only deafened for 1 day. Must be level 17 to take this breakthrough.
Barrage: Hurls lightning bolts at a creature. Causing 1d8 lightning damage to a creature. If a creature is within 5 ft. of the targeted creature, that creature takes half of the damage caused by this attack on the target. (This counts as a cantrip. Damage goes up by 1d8 at level 8, 11, 14, and 17)
Ultimate Breakthrough: You can never be deafened, your voice can be heard easily from over a mile away even when you whisper (if you so choose). You are immune to thunder and lightning damage. You double your normal speed at all times. When in water you deal double damage from all lightning spells.
STONE
Calling Spells: 1st: Earth Tremor, Silent Image 3rd: Calm Emotions, Earthbind 5th: Wall of Sand, Meld Into Stone 7th: Stone Shape, Stone Skin 9th: Transmute Rock, Wall of Stone.
Rock in a Hard Place: When a grapple, a trip, or any other maneuver is rolled against you, you can roll with advantage on your checks to see if the opposing creature succeeds. You also gain +1 AC.
Breakthroughs:
Stoney: When people try to sway your opinion on subjects or cast mind effecting spells on you, they do so with disadvantage. (charm spells, deception, persuasion, etc. are examples)
Salwart: If you have to move or be moved for any creatures ability or spell against you, you make your save with advantage.
Enforcer: After 1 round of standing still, you gain an additional +1 to your AC. This resets if you move 5 ft from your spot. This feature is in effect while you sleep as well.
Rock Solid: If you need to roll a Dexterity saving throw to save for an effect, or to reduce damage, you can instead use your Strength saving throw.
Boulder: When you fall or land from a height greater than 10 ft. When you land, if you take any fall damage, cut it in half. And if there are any creatures within 5 ft. of your impact area, they take half of your fall damage.
Of the Earth: You gain proficiency in Strength saving throws, and you are now proficient in Athletics and Survival skills.
Jagged Earth: If you have Rock Solid, Boulder, and Of The Earth, You can take only one fourth the damage of falling damage and instead deal full fall damage to creatures within 15 ft. of your landing area.
A Rolling Stone: You gain 10 ft. of movement and when making combat maneuvers (Tripping, bull Rush, grappling) you can roll them all with advantage.
Stout: You gain resistance to Elemental Damage (Fire, water, earth, wind, thunder, ice, etc.) Must be level 8 to take this breakthrough.
Ultimate Breakthrough: You no longer need to eat, sleep, drink, or breathe. You are immune to Earth damage. You can enter a petrified state for a long as you want and un-petrify when you want to with full hit points, with any disease or poison ailment cured (must be in this state for 1 full day to benefit from this). You are conscious of the time that passes, but time passes much more quickly for you. (10 days equal 1 day of time for you in this state).
WIND
Calling Spells: 1st: Feather Fall, Zephyr Strike 3rd: Dust Devil, Warding Wind 5th: Fly, Wind Wall 7th: Dimension Door, Freedom of Movement 9th: Cloudkill, Control Winds
Like the Wind: You gain +10 ft. of movement. Whenever you take the Dash action, you can triple your movement instead of doubling it. And if you move more than 10 ft in a given round, you hover gently off of the ground, making pressure plates and weight based traps not go off.
Breakthroughs:
Tunnel: You send a blast of air down a line that is 60 ft. long and 15 ft. wide. This line is difficult terrain for medium creatures except yourself and small creatures must make a DC spell save Dexterity saving throw at disadvantage to be able to cross it or stay in it. This roll happens as soon as they are in the tunnel. They are blown 30 ft. away and take 3d10 falling damage. If they hit an object, they take an additional 2d6 bludgeoning damage. Must be level 8 to take this breakthrough.
Vacuum: You can create a vacuum to drag creatures and objects towards yourself. You can designate up to 3 objects, creatures, or substances to pull towards you. Every round you have this active the selected creatures or items moves towards you at 30 ft./round. The object can weigh up to 30 lbs. If it is a liquid, it can continuously be dragged towards you as long as there is liquid of its kind in the direction you are facing. You pull these items in a cone of 60 ft of where you are facing. You can have this active for 1 minute. Any solid item hitting an enemy does 3d6 bludgeoning damage and continues on its path towards you. The items stop just before hitting you regardless if you keep the vacuum going or not once they reach you. You can do this once an hour. Must be level 8 to take this Breakthrough.
Hateful Wind: You whip up a slashing and stabbing wind around you. Any creature within 5 ft. of you who ends their turn in that area takes 1d6 wind damage and 1d4 slashing damage. This effect can be activated 3 times a day, increasing by 1 at level 8, 11, 14, and 17, and increasing in damage by 1 die per each damage type at those same levels. You regain these uses after finishing a long rest and can regain 1 use of this feature after a short rest. This effect lasts for 1 minute once activated.
Tornado: If you have Hafeful Wind and Vacuum, you automatically gain tornado. This allows your Vacuum to cause 2d6 wind damage to all creatures in the vacuums area, and this also increases your area of effect of your Hateful Wind by 5 ft.
Swift: When you use your reaction, you can move 15 ft. as well. This can happen before or after you take your reaction.
Chasing Wind: When you take an attack of opportunity, you can use a cantrip or a physical attack. If you miss, you can move 10 ft. as well. This does stack with swift, allowing you to move 25 ft. in total.
Like A Bird: You can glide and fly for 10 minutes a day. If you fall more than 15 ft. you can glide the rest of the way safely down to the ground. You can choose to fall faster if you wish. You can also fly at a speed of 30 ft./round. The minutes you spend in flight do not need to be consecutive, but they do need to be in minutes at a time. These minutes increase by 10 minutes at level 11, 14, and 17. Must be level 8 to take this Breakthrough.
Whirl: If you would ever fall under the effects of paralysis, stun, knocked prone, grappled, or petrification, you can use a whirl of wind to shake the effects off or pick you back up. This counts as a reaction. You can do this once a day at level 11, and an additional time at level 14 and 17. You regain these uses after finishing a long rest. Must be level 11 to take this Breakthrough.
Sheer: Send a slash of sharp cutting wind towards a target. Targeted creature takes 1d6 wind damage and 1d4 slashing damage. This acts as a cantrip. Damage increases by 1 die at level 5 (2d6 and 2d4), level 11 (3d6 and 3d4), and level 17(4d6 and 4d4).
Ultimate Breakthrough: You are immune to wind damage, you can hover while you walk up to 5 feet off the ground, and when dashing you also gradually move up to 30 ft. in the air above the ground. You can also control the winds up to 5 miles around you to move as a gentle gust in any direction. You also no longer need to breathe.
ICE
Calling Spells: 1st: Chromatic Orb (Cold damage only), Ice Knife 3rd: Snowball Storm, Gentle Repose 5th: Sleet Storm, Feign Death 7th: Ice Storm, Resilient Sphere 9th: Hold Monster, Cone of Cold.
Cold as Ice: Whenever you are attacked by a creature and you would take damage, Your martyr level in damage is sent back to the creature that attacked you as a splinter of ice. You are also resistant to cold damage.
Breakthroughs:
Shiver: When someone within 30 ft. of you makes a deception or sleight of hand check against you, they do so with disadvantage.
Icy Stare: You can impose disadvantage on any check or attack of any creature that you can see and that can see you. You can do this 3 times a day at level 8, and 1 additional time at level 11, 14, and 17. This counts as a bonus action during combat or a reaction if used for damage or attack rolls on an enemy. You regain all uses of this feature after finishing a long rest. Must be level 8 to take this Breakthrough.
Chill: You can send a chill to those around you that takes away their breath for a moment. If ever ambushed, creatures within 30 ft. of you have -2 to their initiative rolls. If you do the ambushing, the creatures you are fighting have -4 to their AC. Must be level 8 to take this breakthrough.
Iceberg: You can cause an iceberg to erupt from the ground and cause difficult terrain as well as cause damage. The height of the iceberg is up to 30 ft. high with a base that takes up a 30 ft. area and tapers to a point at the top. If creatures are within the area of this iceberg when it breaks through the ground, they take 5d12 ice damage and 3d8 bludgeoning damage. This damage increases by 1 die at level 17. You can also use this as a place of rest. When creating the iceberg you can hollow out areas of it for an entrance, windows, and bedrooms. This acts similar to the Magnificent Mansion spell, but only lasts for 24 hours and is not an extra-dimensional space. You can only have one iceberg active at a time. You regain the use of this feature after finishing a long rest. Must be level 14 to take this breakthrough.
Black Ice: You can set down a patch of black ice. These spots make the spot they are on shimmer, but look no different from an unaltered patch of area. This acts the same as the grease spell. With a command from you, you can burst these black ice spots and cause 1d6 ice damage to any creature within 5 ft. of the area. A Dexterity saving throw of your spell save DC halves the damage of the ice. You can use this ability 5 times a day, increasing by 1 use at level 8, 11, 14, and 17. The damage for these spots goes up at level 8, 11, 14, and 17 by 1 die. You regain all uses of this feature after finishing a long rest, or 1 use after finishing a short rest.
Frost: Your skin has an icy blue tinge to it at all times, and frost collects on your skin, flaking off as you move. You gain +1 AC.
Glacial Frost: If you have Black Ice and Frost, you gain Glacial Frost and now have icy blue and black armor (or something akin to it). Gain another +1 AC. You can shed this armor in a burst of icy fragments causing 3d6 ice damage and 2d6 slashing damage. You regain this armor after activating the burst after 1 hour without it.
Frozen Will: You have proficiency in insight and investigation checks as well as advantage on Wisdom saving throws.
Diamond Dust: You can send icy lines of energy across the ground, freezing everything in its path. You send out 3 lines of ice on the ground that take up 5 ft. of area around them and stretch out 30 ft. away from you. creatures who are caught in this area or start/end their turn in this area must make a Spell save DC Constitution saving throw or be slowed for 1 round. They also take 5d6 cold damage. If they succeed the save, they are only slowed for 1 round and take half damage. You can use this ability once at level 8, and an additional time at level 11, 14, and 17. You regain all uses of this feature after finishing a long rest. The damage for this goes up by 1 die roll at level 11, 14, and 17. Must be level 8 to take this Breakthrough.
Ultimate Breakthrough: You are immune to Ice/cold damage and cannot be frozen or paralyzed by being frozen. You can survive easily in the coldest climes and do not need to breathe in places where temperatures are below freezing. You leave behind an icy trail if you move more than 10 ft, causing difficult terrain behind you until your next turn.
LIFE
Calling Spells: 1st: Bless, Detect Poison and Disease 3rd: Aid, Healing Spirit (Depicted as an avatar of your deity) 5th: Aura of Vitality, Lie Transference 7th: Aura of Purity, Aura of Life 9th: Dispel Evil and Good, Greater Restoration.
Breathe: You can fill a target with life and heal them of an ailment or give them Hit Points. You can point to a creature within 30 ft. and have them regain up to your martyr level in Hit points or you can cure one ailment from the following list: Poisons, 1 disease, stun/paralysis, petrification. You can do this 3 times a day and regain these uses after finishing a long rest. You increase the number of times you can use this feature by 1 at level 5, 8, 11, 14, and 17.
Breakthroughs:
Mortal Relief: You can impose disadvantage on a single attack from an enemy within 30 ft. of you. This uses your reaction.
Resolve: You can instill an ally within 30 ft. of you with resolve to succeed in their tasks. In combat, this gives an ally 1d4 hit points (Temporary HP if they are already full), Advantage on their next attack, and +1 AC for the next round. The hit points given goes up by 1 die at level 8, 11, 14, and 17. The AC bonus goes up by 1 at level 8 and 14.
Vigor: You can negate a point of exhaustion by touching someone. You can only negate one point of exhaustion per person, and can only relieve 3 points of exhaustion overall. At level 14 and 17, you can relieve one extra point of exhaustion overall. At level 17 you can relieve 2 points of exhaustion per person. Must be level 11 to take this Breakthrough.
Nourish: When eating, drinking, or resting to regain hit points, you and those within 20 ft. of you regain the maximum amount of hit points possible from the Hit Die they use.
Sustain: If you have Vigor and Nourish you gain Sustain as well. When eating, drinking, or resting to regain hit points, you and your allies also gain temporary hit points for the day equal to your martyr level. This applies for Long Rests only.
Full Life: You can fully revive a long dead creature as the True Resurrection spell. They are revived at a young age in a new body. The casting time for this is the same as the spell, but there are no spell components. You lose half of your Maximum hit points in damage once the spell is done, and gain 2 points of exhaustion. Must be level 17 to take this breakthrough.
Hidden Strength: You can use your reaction to change a missed attack into a successful one from an ally within 30 ft. of you. This is a reaction. Must be level 11 to take this breakthrough.
Font of Life: You can instill a font of life into an ally once a day. This allows that ally to regain 1d4 hit points each round at the start of their turn, and regain 1d4 hit points per landed attack. If knocked unconscious, this effect ends, but the ally is automatically stabilized and no death saving throws are needed to be made. You can do this once a day at level 11, and one additional time at level 14, and 17. You regain the uses of this feature after a long rest. Must be level 11 to take this breakthrough.
Vengeful Rise: You can instill a target with vengeful life. If an ally has gone down within one minute, you can point and revive them with 4d6 HP. They rise from being prone immediately and can make an attack on a creature within 15 ft. of them (physical attack) or cast a cantrip as an attack. You can do this once a day at level 8, and one additional time at level 14. The hit points for this ability goes up by 1 die at level 11, 14, and 17. You regain the uses of this feature after taking a long rest. Must be level 8 to take this breakthrough.
Ultimate Breakthrough: You are immune to Radiant damage. You no longer need to sleep, and you can fly for an hour on radiant wings of light (flying at a speed of 45 ft/round.). You also radiate life from your body. Anyone within 10 ft. of you regains 1d6 hit points every round.
Turmoil
If you would rather not use a spell you have, you can instead unleash a torrent of divine energy towards a creature. This deals non-elemental damage to a creature differently depending on what spell slot you use. The range on this attack is 60 ft. and you must be able to see the creature you are targeting. The creature can attempt a Spell save DC Dexterity saving throw to only take half damage.
1st: 2d6 non-elemental damage
2nd: 3d6 non-elemental damage
3rd: 3d8 + Charisma modifier in non-elemental damage
4th: 4d8 + Charisma modifier in non-elemental damage
5th: 6d6 + martyr level in non-elemental damage
6th: 7d8 + martyr level in non-elemental damage
7th: 8d8 + martyr level in non-elemental damage
8th: 8d10 + martyr level + Charisma modifier in non-elemental damage
9th: 10d10 + martyr level + Charisma modifier in non-elemental damage
Changed Through Pain
With the prolonged use of your power and the continued pains of your curse, your body has changed even more than before. Choose one of the following:
1. Gain +1 to your Armor Class.
2. When healed through magic, you gain an additional 2d6 hit points.
3. When you are hit with an attack, your body retaliates by sending 2d6 non-elemental damage towards the attacker. This has a range of 60 ft.
4. Add half your martyr level in damage to all your spell attacks.
5. Increase your spell save DC by 1.
Divinity's Embrace
The entity who has given you power and cursed you is giving you even more power; a touch of divinity.
Once a day, you can imbue yourself with divine energy you can do one of the following active for 10 minutes before needing to finish a long rest to regain the use of this feature:
1. Fly at 60 ft./round. During combat, you can hover 30 ft. above the ground and move at 40 ft/round. While in the air, as an action, you can fire bolts of divine energy that cause 3d6 non-elemental damage to a creature within 60 ft. of you.
2. A shield of energy appears around you, warding off attacks and negating certain spells. Spells that damage you only do half damage if they are level 5 or lower. Any spell higher than that, you have advantage on the saving throw to avoid or halve the damage. Your AC increases by +1 for the duration as well.
3. You gain 4d8 + your martyr level in temporary hit points and have advantage on death saving throws.
4. You gain 6d10 + your martyr level in temporary hit points and all melee attack rolls are made with advantage.
You activate this feature by using a bonus action.
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Posted Feb 13, 2022Interesting concept - I do have to note that some of the information is a tad, bit cluttered alongside no direct-level progression with features' stating what level that you gain them at.
For Example - When you gain the ability to use Turmoil exactly? Is it the same as Cleric Subclass & Main-Class Progression?
If that was added alongside a more cohesive outline; this class would be absolutely boom to play.