Base Class: Rogue
-
Bleeding Wound
Beginning at level 3, you gain the ability to inflict potentially lethal wounds on your enemies. This ability replaces the Sneak Attack feature of the Rogue class. Whenever you hit a creature with a weapon attack, the target suffers a Bleeding Wound that is especially resistant to healing, with multiple instances of Bleeding Wound stacking together. At the start of a wounded creature's turn, each Bleeding Wound deals an amount of necrotic damage equal to the number of Bleeding wounds affecting it (i.e. 1 wound deals 1 necrotic damage, 2 wounds deal 4 necrotic damage, 3 wounds deal 9 necrotic damage, etc.). An individual creature can only have a number of Bleeding Wounds equal to your Wisdom modifier, however, multiple creatures may be affected with Bleeding Wound at the same time. Bleeding wounds cause healing effects to be less effective. If a creature with a Bleeding Wound would regain hit points by any means other than a spell whose level is less than your Wisdom modifier, the amount of healing received by that spell, as well as all healing from any other sources, is halved. Wounds dealt by this ability last for one minute, but can be ended early if the target or one of their allies makes a successful Wisdom (Medicine) check to end the effect of all wounds on the target. The save DC equals 8 + your proficiency bonus + your Wisdom modifier. This ability does not affect creatures without blood. As you increase in level, the damage dealt by these wounds increases as well. At level 9, the damage increases to two damage per wound, and at level 17 it increases again to three damage per wound.
Enhanced Poison
Beginning at 3rd level, you learn the secrets of crafting enhanced poisons. You gain proficiency with the poisoners kit. In addition, any poisons you make can be created as an enhanced version of the poison you were attempting to create. Enhanced poisons bypass resistance to poison damage and impose disadvantage on saving throws to resist any other effects of the poison. Creating enhanced poisons takes twice as long and costs double the amount in materials to create.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Afflictionist Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the divination, illusion, or necromancy spells on the cleric spell list.
The Spells Known column of the Afflictionist Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a divination, illusion, or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, illusion, or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your Afflictionist spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Blood from a Stone
Beginning at level 9, your studies of how to snuff out the life force of others now allows you to affect creatures who were previously able to escape your grasp. You can now use your Bleeding Wound ability and Enhanced Poisons on creatures without blood. The damage dealt by Bleeding Wounds you inflict now bypasses resistance to necrotic damage. Finally, damage from your Bleeding Wound and Enhanced Poison abilities treats immunity to necrotic or poison damage as though it were resistance instead. You can not bypass this resistance with this ability.
Feast of Suffering
At level 13, you gain the ability to use the suffering of your victims to fuel yourself. As an action, you can point to any creature within 30 feet of you that has at least one Bleeding Wound or Enhanced Poison affecting them, and end your various afflictions on them. The target takes 1d4 necrotic damage for each wound and/or poison currently affecting them, ending the effects of all wounds and/or poisons affecting the creature. You regain a number of hit points equal to your Wisdom modifier x the number of afflictions removed in this way. Once used, this ability can not be used again until you have completed a long rest.
Inescapable Demise
Beginning at level 17, your afflictions become so antithetical to life that they fuel themselves. Once per day, you may use an action to target an enemy that is suffering from one of your Bleeding Wounds or Enhanced Poisons. The target of this ability must make on a Constitution saving throw (DC 8 + Proficiency Bonus + Wisdom Modifier). On a success, the ability has no effect, but you regain the use of this ability. On a failure, the damage suffered by each Bleeding Wound or Enhanced Poison is doubled for as long as they are affected by at least one Bleeding Wound or Enhanced Poison.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
1/31/2023 3:45:21 AM
|
2
|
1
|
--
|
Coming Soon
|
Comments