Penitent (5e Class)
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Amidst the carnage and chaos lies a broken body, bleeding from head to toe, yet still standing; unwavering. He calls to his allies, a powerful voice emitted from his lungs as he shouts words of encouragement. With this voice, he brings his lash to his own back violently, yet no cry of pain escapes his lips. As his own blood saturates the ground around him, a supernatural force emboldens his allies, closing their wounds and giving them heart to fight on. Likewise, in a dark alleyway, a more sinister zealot smiles wickedly as he cuts at his own veins, cursing his foes and distorting the very air around himself as misfortune incarnate. These are those who freely break their own bodies to further their desires.
Penitents gladly exchange mind, body, and soul for their comrades. They cling to a singular meaning or purpose and will do whatever they can to bring their ideal to fruition. The willpower of a Penitent is the source of their supernatural strength. They are zealous and stubborn in every way when it comes to their purpose, which they believe to be divine. Though a Penitent may be good or evil, they almost always lean towards Lawful. They often hold fast to a dogma that is not their own, but are always willing to die for this very same dogma.
Creating a Penitent
Penitents have no true sense of self-preservation instead opting to do all they can as long as their allies survive. As you create a penitent keep in mind some key elements: What is your purpose in life? Do you keep your allies safe by shielding them from damage or hexing the enemies who seek harm to them, or by simply being in the way? Do you aid your allies because it is what you feel is right or because you see it as a means to an end? What drove you to make the zealous decision of becoming a penitent?
- Quick Build
You can make a Penitent quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose two of any simple weapons.
As a Penitent you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons
Tools: Herbalism Kit or Poisoner's Kit
Saving Throws: Constitution, Wisdom
Skills: Choose 2 from the following: Athletics, Intimidation, Medicine, Percpetion, Religion, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Whip or (b) Dagger
- (a) Herbalism Kit or (b) Poisoner's Kit
- A lantern and some oil
|1st||+2||Unarmored Defense, Divine Purpose|
|3rd||+2||Forced Coagulent, Divine Purpose Feature|
|4th||+2||Ability Score Improvement|
|5th||+3||Divine Purpose Feature|
|6th||+3||Ability Score Improvement|
|8th||+3||Ability Score Improvement, Retribution|
|10th||+4||Divine Purpose Feature|
|12th||+4||Ability Score Improvement, Bleeding Yet Unbroken|
|14th||+5||Ability Score Improvement|
|15th||+5||Divine Purpose Feature|
|16th||+5||Ability Score Improvement, Sacrificial Transfer|
|19th||+6||Ability Score Improvement|
Your bruised and bleeding body has the capacity to withstand more than most's. While wearing no armor your armor class is 10 + your Dexterity Modifier + your Constitution Modifier
At 1st level, you chose a divine purpose. Choose between Selfless Soul, Maledictor, or Unyielding Force, all of which are detailed at the end of the class description. Your choice grants you features when you first choose them and again at 3rd, 5th, 10th, and 15th levels.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th, you can increase one ability score of you 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.
The flesh desires to be broken and you are eager to comply.
Beginning at the 2nd level, as an action, you may choose to damage yourself in exchange for granting yourself and nearby allies temporary hitpoints. Choose any amount of d2 dice rolls. Upon rolling these dice, you take damage equal to the amount rolled. This damage ignores temporary hitpoints and instead is taken directly from your hitpoint pool. Grant yourself and a number of allies equal to your Wisdom modifier double the rolled number in temporary hitpoints. You may use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after a long rest.
You are no stranger to bleeding, so much so that you have gained some control in forcing yourself to simply stop.
Beginning at the 3rd level you gain resistance to slashing damage from non-magical attacks. In addition, you also gain advantage on any constitution saving throws for the purpose of resisting bleeding. At 10th level you also gain resistance to piercing damage from non-magical attacks.
There is no mercy for those who seek harm to your allies.
Upon reaching the 8th level, as an action, you may choose any number of target creatures that have attacked yourself or a friendly creature in the last minute that is within 60ft equal to your Wisdom modifier. Target creatures must roll a Wisdom save equal to 10 + your proficiency bonus + your Wisdom modifier. On a failed save you may choose to inflict the target creature with a single effect from the list below -
- Blindness for 1 minute
- Deafness for 1 minute
- Silenced for 1 minute
After using this feature you must complete a long rest before doing so again. Additionally, you gain advantage on Wisdom saves for the purpose of being charmed.
Bleeding Yet Unbroken
Your body stands defiantly against the onslaught of enemies.
Beginning at the 12th level, when you are struck by an attack, as a bonus action, you may immediately convert the damage of the attack into temporary hitpoints. In addition, temporary hitpoints will now stack at half efficacy rounded down instead of refreshing. These temporary hitpoints expire after 10 minutes.
Your blood is a conduit for the strange powers that writhe within you.
Beginning at the 16th level, as an action, you may expend all of your current temporary hitpoints. Upon doing so you can choose one of the following -
- Heal an ally within 60ft an amount equal to the expended temporary hitpoints
- Force a target creature within 60ft to make a Constitution saving throw equal to 10 + your proficiency bonus + Wisdom modifier. On a failed save, the creature takes damage equal to your expended temporary hitpoints. On a successful save, the creature takes half damage.
Death does not scare you. Nothing does.
Upon reaching the 20th level you become immune to the charmed and frightened conditions. You also gain permanent advantage on death saving throws. Upon stabilizing you regain 2d10 + Constitution Modifier + Wisdom Modifier hitpoints. You may stabilize this way an amount of times equal to your Wisdom Modifier. You may also stabilize a creature you can see within 30ft this way. After using this feature you must complete a long rest before doing so again.
You are kind and compassionate or, at least, to your peers you are. You break your own body to its utmost limits to give back to those around you so that they may live another day.
- Sacrificial Spellcasting
Your devotion to your allies has manifested itself into arcane forces. At the 1st level you may cast cleric spells. You have no spell slots but instead cast spells using your own hitpoints.
You may cast any spell from the Cleric spell list up to your proficiency bonus + 2 in spell level. Casting a cantrip will cause you to take 1d6 damage. Casting a spell will cause you to take 2d6 damage for every level of spell used. If the damage kills or incapacitates the caster then the spell fails.
Example: casting the 5th level spell Mass Cure Wounds will cause you to take 10d6 damage.
Spellsave DC = 8 + Proficiency Bonus + Wisdom modifier
Spell Attack = Proficiency Bonus + Wisdom modifier
You have come to terms with the inevitability of your demise. If one must fall, it will be you.
Beginning at the 3rd level, when a target creature that you can see that is within 60ft takes damage that would reduce its hitpoints to 0, you can instead, as a bonus action, redirect twice the damage onto yourself. Additionally, the target ally is instead healed by an amount equal to the initial damage roll + your Wisdom modifier. You may use this feature an amount of times equal to your Wisdom modifier. You must complete a short or long rest before using this feature again.
- Aid The Endangered
You forego everything in pursuit to aid your allies.
Beginning at the 5th level you may use your reaction to give an ally advantage on any roll. Additionally, the Help action can be used as a bonus action.
- Radiant Penitence
Your sacrificial fervor exudes from you with great force.
At the 10th level you may enter a Zealous Fervor for 1 minute. At the start of each of your turns, you will receive 2d6 damage. Any creature you desire that is standing within 30ft of you will be healed by the amount of damage you take from your Zealous Fervor. You must complete a long rest before using this feature again. You get a second use of this feature again at the 17th level.
- Embrace Salvation
Your zeal empowers your actions towards your allies.
At the 15th level, any temporary hitpoints you grant will be doubled. Additionally, any time an ally is given advantage by you for any reason, you can use your reaction to make their action immediately succeed instead. You can use this feature a number of times equal to your wisdom modifier. Regain all uses of this feature after completing a long rest.
A grim thought fills your head as dark forces enact what you desire. You bring forth ruin and misfortune to those who stand in your way no matter the cost.
- Sacrificial Spellcasting
Your ferocious willpower has manifested itself into arcane forces. At the 1st level you may cast Warlock spells. You have no spell slots but instead cast spells using your own hitpoints.
You may cast any spell from the Warlock spell list up to your proficiency bonus + 2 in spell level. Casting a cantrip will cause you to take 1d6 damage. Casting a spell will cause you to take 2d6 damage for every level of spell used. If the damage kills or incapacitates the caster then the spell fails.
Example: Casting the 5th level spell Dream will cause you to take 10d6 damage.
Spellsave DC = 8 + Proficiency Bonus + Wisdom modifier
Spell Attack = Proficiency Bonus + Wisdom modifier
- Debilitating Curse
Your malignant desires lash forth as you shed your own blood.
Beginning at the 3rd level you may choose any amount of the following effects to afflict an enemy with-
-Poisoned for 1 minute
-Frightened for 1 minute
-Paralyzed for 1 minute
-Blinded for 1 minute
-Deafened for 1 minute
-Silenced for 1 minute
You will take 2d4 damage for every condition you choose. Target creature must make a wisdom saving throw to resist the effects. You may also take double the damage of your rolls to impose disadvantage on the wisdom save.
- Crimson Hex
No one is safe from the malice of your empowered curses.
Beginning at the 5th level, as an action, you may cast an empowered hex on an enemy. You may choose any number of d2 dice rolls. You will take damage equal to the amount rolled. You may then choose a creature that you can see and that is within 120ft and hex them for a number of turns equal to half the damage you took rounded up. The hexed creature has disadvantage on all saving throws and also takes an additional 3d4 necrotic damage each time it takes an instance of damage. A Remove Curse spell has a 1/2 chance to fail. You may use this feature a number of times equal to your Wisdom modifier. You must finish a long rest before using this feature again.
At the 17th level, target creature becomes hexed for a number of turns equal to the damage rolled. Additionally, it takes 6d4 necrotic damage each time it takes an instance of damage and has disadvantage on all rolls.
- Make Them Suffer
Your malignant whispers reach your comrades' minds.
Beginning at the 10th level you can mark a number of creatures equal to your Wisdom modifier. The mark lasts for 1 hour. When a marked creature deals damage with a weapon attack they can regain a number of hitpoints equal to 1d8 + your Wisdom modifier. Additionally, hostile creatures within 5ft of a marked creature must make a Wisdom saving throw. On a failed save, the hostile creature has disadvantage on attack rolls against the marked creature for 1 minute. Marking a creature damages you for 4d4 damage.
- Misfortune Personified
Your mere presence seems to cause the very air around you to shudder.
Beginning at the 15th level all creatures within 10ft of you have disadvantage on all rolls. Additionally, creatures affected by this aura have their critical failure range increased by 1 and you gain proficiency in all Charisma(Intimidation) checks. If you are already proficient in intimidation, you gain expertise. All Charisma(Intimidation) checks may be made with advantage and you may use your Wisdom modifier instead of your Charisma modifier.
You have pushed your endurance beyond what most could ever dream of accomplishing. Your body is rigid; powerful. Those who seek harm to your comrades must first go through you.
- Unnatural Fortitude
Pain does not faze you in the slightest.
Starting at the 1st level when you level up, you may add an additional 1d6 hitpoints to your maximum hitpoint pool.
- Take The Pain
The blood flowing from you fuels your unyielding might.
Beginning at the 3rd level you become immune to slashing damage from non-magical attacks. Additionally, when you take damage from any physical source you can use your reaction to instead absorb the damage as temporary hitpoints. You cannot use this feature if the damage is greater than half of your hitpoint maximum rounded up. You must finish a long or short rest before using this feature again.
You gain a second use of this feature at the 17th level.
- Iron Focus
You have trained your mind to stay on the task at hand and to fuel your fervor with the blood that weeps around you.
Beginning at the 5th level you may use a bonus action to convert all of your temporary hitpoints into hitpoints. Any hitpoints that go over your hitpoint maximum expire. You must complete a long rest before using this feature again.
- Fuel The Fire
Your aching body thrives on the pain.
Beginning at the 10th level, any time you take damage you gain temporary hitpoints equal to 1/4 of the damage taken.
- Vicious Ward
You will not allow harm to come to your allies. These enemies must first go through you.
Beginning at the 15th level you may expend 4d10 hitpoints to enter a focused state. While focused you become resistant to all forms of damage for 1 minute. Additionally, all hostile creatures within 60ft of you must roll a Wisdom saving throw equal to 10 + your proficiency bonus + your Wisdom modifier at disadvantage. On a failed save, the creature is compelled to attack only you for the duration of your focused state. Attacks made against you this way are done at disadvantage. Additionally, a crimson sigil appears around you in a 30ft radius. You may designate a number of allies equal to your Wisdom modifier. If an enemy creature attacks an ally standing within this sigil half the damage rounded up is reflected back onto the attacker.
To multiclass into the Penitent you must be willing to stand in harm's way for your allies no matter the cost. Cowards and unwilling adventurers can never harness the abilities of a true Penitent.
Prerequisites. To qualify for multiclassing into the Penitent class, you must meet these prerequisites: You must have 13 Wisdom and 13 Constitution
Proficiencies. When you multiclass into the Penitent class, you gain the following proficiencies: Religion