JNAProductions
2016-07-12, 04:18 PM
Hit Points
At First Level-4+Con Mod
Every Level Thereafter-3+Con Mod or 1d4+Con Mod
Proficiencies
Armor-Shields
Weapons-All Weapons
Saves-Charisma, Wisdom
Skills-Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, History, Investigation, Religion, Insight, Perception, Performance, Intimidation, and Persuasion
Level
Feature
1
Martyr's Death, Fighting Style
2
Death Effect
3
Martyr's Choice
4
Ability Score Improvement
5
Extra Attack
6
Death Effect
7
Martyr's Choice
8
Ability Score Improvement
9
Martyr's Death II
10
Death Effect
11
Martyr's Choice
12
Ability Score Improvement
13
Martyr's Death III
14
Death Effect
15
Martyr's Choice
16
Ability Score Improvement
17
Martyr's Death IV
18
Death Effect
19
Ability Score Improvement
20
Martyr's Choice
Martyr's Death-At level one, whenever you die or drop to zero hit points, you may choose to come back to life with half of your max hit points (as if True Resurrection had been cast on you, but with half HP). This may be used once per long rest.
At level 9, 13, and 17, the number of times you may come back from the dead increases by one per long rest.
Fighting Style-Also at level one, you may select any fighting style except for Defensive.
Death Effect-At level two and every four levels thereafter, you gain a special effect whenever you die. All these effects activate simultaneously.
Martyr's Choice-At level three, select your path-that of an Inspiring Martyr or a Horrifying Martyr.
Death Effects
Deathly Blow-When you die, you may instantly take the attack action without expending any actions.
Healing Death-When you die, you may heal an ally, casting Healing Word on them without spending an action. (Charisma is your spellcasting modifier for this and any other spell-based death effects.)
Deathly Blow II-Requires Deathly Blow-When you die, you may instantly take the attack action twice without expending any actions.
Mass Healing Death-Requires Healing Death-When you die, you may cast Mass Healing Word without spending an action.
Deadly Death-Requires Level 18-When you die, you may cast Power Word Kill without spending an action.
Bountiful Death-Requires Level 10-You may choose to die as an action, summoning a Heroes' Feast from your corpse. If you come back to life, you may partake in your own flesh, gaining the benefits of Heroes' Feast.
Blast Into Ruin-Requires Level 6-When you die, you may move up to your move speed and then explode as per a 3rd level Fireball spell.
Curse of the Fallen-Whoever killed the Martyr suffers disadvantage on ability checks of a single type for one minute, the type chosen by the Martyr.
Feel My Pain-One target within 60' suffers the effect of the attack that killed the Martyr. They may make their own save, if needed.
Guide The Spirit-When you die, one ally within 60' gains a bonus on their next d20 roll equal to your proficiency bonus.
Mass Guide The Spirit-Requires Guide The Spirit-All allies within 60' gain the Guide The Spirit bonus when you die.
Righteous Fury-After dying, the Martyr gains their proficiency bonus on damage rolls for the next minute.
Wings of Glory-Requires Level 6-When you die, you may cast the Fly spell at third level.
Inspiring Martyr
Inspiring Death-Whenever you die, all allies (including you) within 60' gain advantage on saving throws until the start of your next turn. If this is your final death, they instead gain advantage for the next three turns.
Greater Inspiring Death-Your Inspiring Death ability now grants advantage on attack rolls and ability checks, for the same duration.
Forceful Death-Your Inspiring Death ability now grants bonus damage on any damaging attack or spell equal to your proficiency bonus.
Master Inspiring Death-Your Inspiring Death ability now lasts for three turns, or five if it is your final death.
Avenging Angel-When you die, you may choose to return as a Solar. You may only do this on your final death. As a Solar, you are bound to Celestia, and so can remain in the world for no more than an hour. Once the hour is up, you are called back to Celestia, and can never return unless the need is truly dire. Roll a new character.
Horrifying Martyr
Horrifying Death-When you die, all enemies within 60' must make a Wisdom saving throw equal to 8+your proficiency modifier+your Charisma modifier, or be frightened for one minute. They may repeat this save at the end of each of their turns. If this is your final death, enemies have disadvantage on this save.
Greater Horrifying Death-Enemies who are affected by your Horrifying Death are now Restrained by fear.
Devastating Death-Enemies who are affected by your Horrifying Death now take 5d8 psychic damage, or half on a failed save.
Master Horrifying Death-Enemies who are affected by your Horrifying Death are now stunned.
True Horror-When you die, you may choose to return as a Pit Fiend. You may only do this on your final death. As a Pit Fiend, you are bound to the Nine Hells, and so can remain in the world for no more than an hour. Once the hour is up, you are called back to the Nine Hells, and can never return unless a bargain is struck with the ruler of the Nine Hells, Asmodeus. Roll a new character, as your old character is now forevermore part of the Infernal Hierarchy.
At First Level-4+Con Mod
Every Level Thereafter-3+Con Mod or 1d4+Con Mod
Proficiencies
Armor-Shields
Weapons-All Weapons
Saves-Charisma, Wisdom
Skills-Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, History, Investigation, Religion, Insight, Perception, Performance, Intimidation, and Persuasion
Level
Feature
1
Martyr's Death, Fighting Style
2
Death Effect
3
Martyr's Choice
4
Ability Score Improvement
5
Extra Attack
6
Death Effect
7
Martyr's Choice
8
Ability Score Improvement
9
Martyr's Death II
10
Death Effect
11
Martyr's Choice
12
Ability Score Improvement
13
Martyr's Death III
14
Death Effect
15
Martyr's Choice
16
Ability Score Improvement
17
Martyr's Death IV
18
Death Effect
19
Ability Score Improvement
20
Martyr's Choice
Martyr's Death-At level one, whenever you die or drop to zero hit points, you may choose to come back to life with half of your max hit points (as if True Resurrection had been cast on you, but with half HP). This may be used once per long rest.
At level 9, 13, and 17, the number of times you may come back from the dead increases by one per long rest.
Fighting Style-Also at level one, you may select any fighting style except for Defensive.
Death Effect-At level two and every four levels thereafter, you gain a special effect whenever you die. All these effects activate simultaneously.
Martyr's Choice-At level three, select your path-that of an Inspiring Martyr or a Horrifying Martyr.
Death Effects
Deathly Blow-When you die, you may instantly take the attack action without expending any actions.
Healing Death-When you die, you may heal an ally, casting Healing Word on them without spending an action. (Charisma is your spellcasting modifier for this and any other spell-based death effects.)
Deathly Blow II-Requires Deathly Blow-When you die, you may instantly take the attack action twice without expending any actions.
Mass Healing Death-Requires Healing Death-When you die, you may cast Mass Healing Word without spending an action.
Deadly Death-Requires Level 18-When you die, you may cast Power Word Kill without spending an action.
Bountiful Death-Requires Level 10-You may choose to die as an action, summoning a Heroes' Feast from your corpse. If you come back to life, you may partake in your own flesh, gaining the benefits of Heroes' Feast.
Blast Into Ruin-Requires Level 6-When you die, you may move up to your move speed and then explode as per a 3rd level Fireball spell.
Curse of the Fallen-Whoever killed the Martyr suffers disadvantage on ability checks of a single type for one minute, the type chosen by the Martyr.
Feel My Pain-One target within 60' suffers the effect of the attack that killed the Martyr. They may make their own save, if needed.
Guide The Spirit-When you die, one ally within 60' gains a bonus on their next d20 roll equal to your proficiency bonus.
Mass Guide The Spirit-Requires Guide The Spirit-All allies within 60' gain the Guide The Spirit bonus when you die.
Righteous Fury-After dying, the Martyr gains their proficiency bonus on damage rolls for the next minute.
Wings of Glory-Requires Level 6-When you die, you may cast the Fly spell at third level.
Inspiring Martyr
Inspiring Death-Whenever you die, all allies (including you) within 60' gain advantage on saving throws until the start of your next turn. If this is your final death, they instead gain advantage for the next three turns.
Greater Inspiring Death-Your Inspiring Death ability now grants advantage on attack rolls and ability checks, for the same duration.
Forceful Death-Your Inspiring Death ability now grants bonus damage on any damaging attack or spell equal to your proficiency bonus.
Master Inspiring Death-Your Inspiring Death ability now lasts for three turns, or five if it is your final death.
Avenging Angel-When you die, you may choose to return as a Solar. You may only do this on your final death. As a Solar, you are bound to Celestia, and so can remain in the world for no more than an hour. Once the hour is up, you are called back to Celestia, and can never return unless the need is truly dire. Roll a new character.
Horrifying Martyr
Horrifying Death-When you die, all enemies within 60' must make a Wisdom saving throw equal to 8+your proficiency modifier+your Charisma modifier, or be frightened for one minute. They may repeat this save at the end of each of their turns. If this is your final death, enemies have disadvantage on this save.
Greater Horrifying Death-Enemies who are affected by your Horrifying Death are now Restrained by fear.
Devastating Death-Enemies who are affected by your Horrifying Death now take 5d8 psychic damage, or half on a failed save.
Master Horrifying Death-Enemies who are affected by your Horrifying Death are now stunned.
True Horror-When you die, you may choose to return as a Pit Fiend. You may only do this on your final death. As a Pit Fiend, you are bound to the Nine Hells, and so can remain in the world for no more than an hour. Once the hour is up, you are called back to the Nine Hells, and can never return unless a bargain is struck with the ruler of the Nine Hells, Asmodeus. Roll a new character, as your old character is now forevermore part of the Infernal Hierarchy.