Martyr (5e Class)

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Martyr[edit]

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class uses hit dice as a resource. If you are using the "Slow Natural Healing" variant rules from the Dungeon Master's Guide, consider how this affects this class. Also, this class has some features that only affect allies, so consider how this class works with small groups or alone.


Martyr[edit]

There are people out there whose only goal in life is to give unto others. Give money or time or the sweat of their brow or the blood from their veins or pieces of their very own soul. For them, to give -- to serve -- is to live. They are the first to step forward and the last to step away. They are the Martyrs.

Not every martyr is looking to lay down their lives, but all of them will if the right purpose calls. To have a martyr at your side is to never be alone. To be a martyr? That's something else altogether. A lonely martyr is a wasted martyr. They live to give, to enhance, to share. They need someone to heal, to buff, to resurrect -- someone to sacrifice for.

A martyr can do more than just heal or buff you. They can give a caster one of their spell slots. They can give their own hit points to their allies. Or maybe they are sacrificing their own life force to detract from your enemies'. Everything they do draws from their own vitality. All they ask in return is a cause to pursue and allies to stand beside.

Creating a Martyr[edit]

So you want to play a martyr. It's not the most glamorous class in D&D. So what drives you? Do you want to help out your fellow players? Do you like the idea of trading your own potential healing or even your own hit points to power your abilities? What has driven your character to give of themself so? Who did they lose? Who was their role model? What do they get out of their sacrifices? Is your purpose to enhance your allies or destroy your enemies?

Quick Build

You can make a Martyr quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom and Charisma. Second, choose the Acolyte background. Third, choose a quarterstaff and an explorer's kit.

Class Features

As a Martyr you gain the following class features.

Hit Points

Hit Dice: 2d4 per Martyr level
Hit Points at 1st Level: 2d4 + Constitution modifier
Hit Points at Higher Levels: 2d4 (or 5) + Constitution modifier per Martyr level after 1st

Proficiencies

Armor: light
Weapons: simple, shortsword
Tools: one artisan's tool of choice
Saving Throws: Charisma, Constitution
Skills: Choose two from History, Religion, Insight, Medicine, Survival, Intimidation, Performance, Persuasion or Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple melee weapon
  • (a) a light crossbow with 20 bolts or (b) a sling
  • (a) a priest's pack or (b) a diplomat's pack or (c) an explorer's pack
  • a holy symbol
  • If you are using starting wealth, you have 2d4x10+10 gp in funds.

Table: The Martyr

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Grit; Martyr Spells 2 2
2nd +2 In the Thick of It; Pacifist 2 2 2
3rd +2 Martyr Faculty (subclass) 2 3 3
4th +2 Ability Score Improvement, Cantrip Versatility 2 3 3
5th +3 Selfless 2 4 4 2
6th +3 Martyr Faculty Feature 3 4 4 2
7th +3 Deeper Sacrifice; Unique Gifts 3 5 4 3
8th +3 Ability Score Improvement, Cantrip Versatility 3 5 4 3
9th +4 3 6 4 3 2
10th +4 Intrinsic Rewards 3 6 4 3 2
11th +4 Martyr Faculty feature 4 7 4 3 3
12th +4 Ability Score Improvement, Cantrip Versatility 4 7 4 3 3
13th +5 Washed Clean 4 8 4 3 3 1
14th +5 Aura of Sacrifice 4 8 4 3 3 1
15th +5 Steadying Influence 4 9 4 3 3 2
16th +5 Ability Score Improvement, Cantrip Versatility 5 9 4 3 3 2
17th +6 Martyr Faculty feature 5 10 4 3 3 3 1
18th +6 Self-Sacrifice 5 10 4 3 3 3 1
19th +6 Ability Score Improvement, Cantrip Versatility 5 11 4 3 3 3 2
20th +6 Above and Beyond 5 11 4 3 3 3 2

Grit[edit]

Martyrs give of themselves for the benefit of their allies or the innocent. This manifests in the ability to cash in potential healing (hit dice) to fuel their features.

Starting at 1st level, you develop the ability to dig deep within yourself to deliver a little extra when it really counts. When you make an ability check, you can expend one of your hit dice to add its roll to your ability check. Similarly, when you deal non-magical melee damage, you can exert yourself to expend one hit die and add the roll to the damage. Your grit can only be applied once per round.

Martyr Spellcasting[edit]

Your deity has noticed your bravery and charitable nature and thus bestowed upon you the power to cast spells in their name. Your spellcasting is not as developed as the cleric nor designed to decimate enemies like the paladin, but they come from a similar place.

Cantrips

You know 2 cantrips at 1st level. At least one of these must come from the Cleric spell list. The other can come from any spell list as long as it is from the abjuration, conjuration, enchantment, or transfiguration schools. New cantrips you learn must fit one of those two specifications as well.

Spells Known of 1st Level and Higher

You start knowing two spells and learn more spells according to the Martyr table. Martyrs prepare spells from the Martyr Spell List (below). You will also learn other spells as determined by your faculty (subclass).

Spell Slots

You have 1 spell slot at first level. After that, the Martyr table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these martyr 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.

Additionally, when you gain a level in this class, you can choose one of the martyr spells you know and replace it with another spell available to martyrs, which also must be of a level for which you have martyr spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your martyr spells, since the power of your magic draws directly from the life force within you. You use your Constitution whenever a spell refers to your spellcasting ability.

In addition, you use your Constitution modifier when setting the saving throw DC for a martyr spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

In the Thick of It[edit]

Sometimes the place you're needed is right in the thick of battle, even if that is the last place you want to be. At 2nd level, whenever you are hit with a melee attack, you can use your reaction to expend one hit die and add its roll to your armor class, possibly turning a hit into a miss. If the attack still hits, you retain the hit die.

At 9th level, you can use this reaction whenever a creature within 5 feet of you is hit by a melee attack. At 13th level, this can also be used on ranged attacks.

Pacifist[edit]

"Violence is the last refuge of the incompetent." - Isaac Asimov

Being in the midst of violence does not necessitate your own violence. Resisting that temptation yields benefits.

Starting at 2nd level, if on your turn you do not damage any creature and you do not target or affect any enemy with a spell, you can take the dodge, disengage, or help action as a bonus action. If you use this feature and then damage a creature before the start of your next turn (for instance through a reaction attack), you receive equal damage to what you delivered except your damage is psychic or radiant (DM's choice).

A pacifist action may be made a number of times equal to your Charisma modifier + your Wisdom modifier (minimum 1). You regain one Pacifist Action when you finish a short rest and all uses when you finish a long rest.

Martyr Faculty (subclass)[edit]

At 3rd level, you choose a Faculty, the way in which your sacrifices influence those around you. Choose between Altruist or Kamikaze, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Selfless[edit]

At 5th level, you learn to tap into your life force and your divine magic simultaneously. If you target an ally (other than yourself) with a spell, you can expend one hit die as part of the spell to heal that ally the amount rolled + your Constitution modifier.

Deeper Sacrifice[edit]

Starting at 7th level, whenever you spend a hit die on a Martyr ability, you can instead expend 2 hit dice and roll a d8. At 14th level, you can expend three hit dice to roll a d12. The extra hit dice expended in this feature are never retained.

Unique Gifts[edit]

Also at 7th level, you gain the ability to trade your potential life force for divine spellcasting. Select two level 1 spells that you know to be your Gifted Spells. Instead of using a spell slot, these spells may be cast by expending a hit die. Each spell can be cast this way three times, regaining one casting of each at the end of a long rest.

Gifted Spells cast with a hit die can also use that hit die in one of three ways:

  • add the hit die to one instance of damage or healing
  • if the spell requires concentration, add the hit die to your first concentration check
  • subtract the hit die from one creature's saving throw after the save is rolled, possibly turning a success into a failure

At 13th level, you can add a third spell to your list of Gifted Spells and spells may be up to level 2. Whenever you gain a level in this class, you may exchange one of your Gifted Spells for another spell you know of appropriate level.

Intrinsic Rewards[edit]

While it's not a reason that drives you, at 10th level you nonetheless begin to reap some of the good you sow. When you heal an ally with the Selfless feature, you also regain a number of hit points equal to the die roll (but not the modifier).

Washed Clean[edit]

When you reach 13th level, your healing magic starts to go beyond merely restoring hit points. Any 1st level healing spell cast at 2nd level or higher also carries the benefits of the Lesser Restoration spell. If cast at 3rd level or higher, it carries the potential to act as a Remove Curse spell. Cast at 5th level or higher, it carries the benefits of the Greater Restoration spell. Only one of these three extra spell benefits can be used per casting.

Aura of Sacrifice[edit]

At 14th level, when you expend a hit die for any reason other than recovering your own hit points, any friendly creature within 10 feet of you gains temporary hit points equal to your Charisma modifier, which last until the start of your next turn. As long as the creature has these temporary hit points, it has a +1 to any Wisdom saving throw.

Steadying Influence[edit]

Starting at 15th level, people around you have begun to recognize the purity of your character to the point that their abilities are bolstered by your very presence. When an ally within 30 feet of you attempts an attack roll, an ability check, or a saving throw, you can use your reaction to expend a hit die to give that attempt advantage as well as another benefit:

  • For an attack, add the die's roll to the damage.
  • For an ability check, add the die roll to their proficiency bonus for that check.
  • For a save, as long as the creature has more than zero hit points at the end of the current turn, heal the creature a number of hit points equal to the die roll.

Self-Sacrifice[edit]

At 18th level, you discover that current health can be a commodity at least as valuable as potential health. Any feature that can be used by expending a hit die can instead be used by deducting 1d6 hit points per hit die from both your total hit points and your maximum hit points. (Any hit dice rolled as part of that ability will also be d6s). Hit points expended this way cannot be healed or regained until you finish a long rest. Your maximum hit points regenerate at a rate of 2d8 per long rest.

Above and Beyond[edit]

At 20th level, you gain a sixth level spell slot and learn the spells Heal, Hero's Feast, Planar Ally, and Word of Recall. Each spell can interact with hit dice sacrificed as part of their casting.

  • Heal: each hit die sacrificed increases the casting by one level
  • Hero's Feast: the material component can be replaced by a sacrifice of 4 hit dice which cannot be regained until the spell's effects end.
  • Planar Ally: the being sent will accept partial or full payment in the form of hit dice, which it consumes like food; each hit die is equivalent to a payment of 100 gold.
  • Word of Recall: each hit die sacrificed allows an extra creature to be transported with you.

++Martyr Faculties++[edit]

A life of service and sacrifice can take many forms. Perhaps you are an Altruist who gives of yourself to help your allies and the innocent. Or maybe you are a Kamikaze, sacrificing your lifeblood for the purpose of felling the unrighteous and punishing foes. The faculty your martyrdom manifests bears its own unique abilities.

Altruist[edit]

Altruists give of themselves without need for anything in return. They specialize in empowering their allies, healing, and even charming their foes.

Level 1: Bonus Proficiencies, Altruist Spells, Waking Touch

Level 6: What's Mine is Yours, More to Give

Level 11: Aura of Positivity

Level 17: From the Heart

Bonus Proficiencies

When you become an Altruist at 3rd level, you gain proficiency with the Healing Kit and the Herbalism Kit.

Altruist Spells

The Altruist gains spells at the levels listed. These are Martyr spells for you but do not count against your number of spells known.

Level Spells
1st Sleep
2nd Healing Spirit
3rd Beacon of Hope
4th Banishment
5th Antilife Shell
Waking Touch

Also at 3rd level, you learn the Spare the Dying cantrip and can cast it as a bonus action. (If you already know Spare the Dying, learn a different cantrip from the Cleric spell list. When you cast Spare the Dying on an unconscious but stable creature, the target gains one hit point. (Note that you will likely need to use Spare the Dying to stabilize the creature first.) You can do this a number of times equal to your Wisdom modifier (minimum 1). You regain all uses when you finish a long rest.

What's Mine is Yours

At 6th level, you realize that sometimes another person is better equipped for a job than you are. As a bonus action, you can touch another creature and expend a spell slot of 2nd level or higher. The touched creature gains a spell slot one level lower than the one you expended. For example, if an Altruist touches a warlock and expends a 3rd level slot, the warlock gains a 2nd level spell slot. The spell slot gained by this feature can never be above 4th level.

This can be done a number of times equal to your Wisdom modifier, however once a creature gains a slot with this feature, you must both finish a long rest before it can gain another one. If the gained spell slot is not used within one hour, the slot is lost.

More to Give

Also at 6th level, at the end of a short rest, you can expend hit dice to regain a spell slot. The level of the spell slot regained is equal to one-fourth the dice's combined roll (rounded down). For example, if an Altruist expends four hit dice and rolls 1, 2, 4, 4 for a sum of 11, they can regain up to a 2nd level slot, or they can choose to expend more dice to increase the level. Slots regained this way can never be of higher level than the highest listed on the Martyr table. You can do this once, regaining the ability when you finish a long rest. At 11th level you can do this twice, and at 17th level you can use it three times.

Aura of Positivity

At 11th level, everyone around you innately likes you. Whenever a creature comes within 30 feet of you, they must make a Wisdom save or be Charmed by you (no action necessary). While charmed this way, the creature has disadvantage to save against any spell or ability you subject it to. Every time you force them to attempt a save, they also get to attempt to save against this charm (that save is NOT made with disadvantage). The charm lasts until they save successfully, take damage, or start their turn outside your aura.

You can use an action to expend a hit die to attempt to re-charm a humanoid that has saved or lost the charm through damage, but all saving throws against that charm are made with advantage. If the creature saves against the charm a second time, you can't attempt to charm them this way again until you finish a long rest. A creature that lost the charm by leaving the aura is still subject to the aura normally if they reenter it. Any creature that possesses legendary resistances is immune to this aura, as are any creatures you designate.

From the Heart

At 17th level, you can sacrifice your own health to heal multiple allies. As an action, you sacrifice half of your remaining hit points to heal up to your Wisdom modifier + your Charisma modifier creatures (minimum 2) of your choice within 60 feet, excluding yourself. Each selected creature regains hit points equal to your Martyr level. You also create a pool of hit points equal to twice your sacrifice which are divided equally among the selected creatures. No creature can gain more hit points than your level + the sacrifice. (In other words, if a level 17 martyr has 60 hit points remaining and sacrifices 30 hit points, they can heal a group of five creatures 17 + 60/5 = 29 hp each; a group of four 17 + 60/4 = 32 hp each; a group of three 17 + 60/3 = 37 hp each; a group of two 17 + 60/2 = 47 hp each; but one creature could only heal a maximum of 17 + 30 = 47 hp.)

Creatures healed this way are also cleansed of one condition of their choice of poisoned, blinded, deafened, grappled, frightened, or charmed. You can do this once, regaining the ability when you finish a short or long rest.

Kamikaze[edit]

The Kamikaze believes in things so strongly that they are willing to sacrifice themselves for those beliefs. They specialize in trading their own health to damage enemies, repaying hurt with hurt, and terrifying their enemies.

Level 1: Bonus Proficiencies, Altruist Spells, Waking Touch

Level 6: What's Mine is Yours, More to Give

Level 11: Aura of Positivity

Level 17: From the Heart

Bonus Proficiencies

When you become a Kamikaze at 3rd level, you gain proficiency in two martial melee weapons that don't have the heavy property. You also gain proficiency in medium armor.

Kamikaze Spells

The Kamikaze gains spells at the levels listed. These are Martyr spells for you but do not count against your number of spells known.

Level Spells
1st Armor of Agathys
2nd Branding Smite
3rd Vampiric Touch
4th Guardian of Faith
5th Destructive Wave
Touché

At 3rd level, you develop a penchant for repaying enemies that harm you in kind. Whenever a creature within 5 feet of you damages you, you can use your reaction to expend a hit die and force a Constitution saving throw. If they fail, they take half the amount of damage they inflicted on you plus the hit die roll in force damage. If the save succeeds, they take no damage and you retain the hit die.

Death Rattle

Starting at 6th level, if you are reduced to 0 hit points, you deal damage to every creature within 30 feet. Any creature within the radius that fails a Dexterity saving throw takes your Martyr level plus a number of d6s equal to your Wisdom modifier (minimum 0) in radiant damage, or half as much on a successful save. A number of creatures up to your Charisma Modifier (minimum 0) that you choose takes half damage on a failed save and no damage on a success. Once you use this ability, you can't use it again until you finish a short or long rest.

Unfinished Business

Also at 6th level, immediately after you succeed on a death saving throw, you can expend a hit die to attempt to return to your feet. Roll the die. If you roll a 1, you gain 1 hit point. Otherwise there is no effect. You can use this ability (successfully or not) a number of times equal to your Constitution modifier, regaining all uses at the end of a long rest.

Aura of Terror

At 11th level, while in initiative, everyone around you finds you innately terrifying. Whenever a creature comes within 30 feet of you, they must make a Wisdom save or be Frightened of you (no action necessary). While frightened this way, the creature becomes obsessed with your demise. They must use their action to make an attack against you or cast a spell targeting you, otherwise their action is lost. If the creature forces you to attempt a saving throw, you do so with advantage. If the creature is still in the aura at the end of their turn, they can repeat the save attempt. If they succeed or start their turn outside the aura, the condition ends.

You can use an action to expend a hit die to attempt to re-frighten a creature that has saved, but all saving throws against that are made with advantage. If the creature saves against the fright a second time, you can't attempt to frighten them this way again until you finish a long rest. Any creature that possesses legendary resistances is immune to this aura, as are any creatures you designate.

For the Cause

At 17th level, you can sacrifice your own health to damage multiple enemies. As an action, you sacrifice half of your remaining hit points to deal force damage to up to your Wisdom modifier + your Charisma modifier creatures (minimum 2) of your choice within 60 feet. The creatures are also knocked prone. The damage is equal to the number of hit points you sacrificed. Enemies that succeed on a Constitution saving throw take half as much damage and are not knocked prone. You can do this once, regaining the ability when you finish a short or long rest.

Martyr Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

See Martyr Spellcasting section above

1st Level

Absorb Elements, Bless, Charm Person, Command, Compelled Duel, Cure Wounds, Detect Evil and Good, Divine Favor, Faerie Fire, False Life, Healing Word, Heroism, Protection from Evil and Good, Sanctuary

2nd Level

Aid, Augury, Blindness/Deafness, Calm Emotions, Enhance Ability, Enthrall, Gentle Repose, Hold Person, Lesser Restoration, Prayer of Healing, Silence, Suggestion, Warding Bond, Zone of Truth

3rd Level

Aura of Vitality, Catnap, Create Food and Water, Dispel Magic, Enemies Abound, Feign Death, Life Transference, Mass Healing Word, Nondetection, Remove Curse, Revivify, Tongues

4th Level

Aura of Life, Aura of Purity, Charm Monster, Death Ward, Divination, Freedom of Movement, Locate Creature, Mordenkainen's Private Sanctum

5th Level

Commune, Contagion, Dispel Evil and Good, Greater Restoration, Hold Monster, Holy Weapon, Mass Cure Wounds, Raise Dead, Skill Empowerment, Telepathic Bond

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Martyr class, you must meet these prerequisites: Con 13 and either Wis or Cha 13.

Proficiencies. When you multiclass into the Martyr class, you gain the following proficiencies: light armor, one artisan's tool.

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