Flagellant (5e Class)

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Flagellant[edit]

There is power in the Blood, for those with the fortitude to pay the price.
The Ancestor.

The Flagellant is a zealous dogmatic individual who harnesses power from his/her own suffering and anguish. These men and women have essentially weaponized their own physical and mental anguish as they seek martyrdom, their strikes bleeding out the blood of their foes while they also bleed out their own body to heal their own allies. For every enemy that seeks their death, their power only grows stronger and it is within the throes of death and madness that they can reach the zenith and be a martyr of which others can be inspired.

Creating a Flagellant[edit]

5b46a01205301d94a40692e55cbccb57fac71ed0.jpg
A Flagellant. (Fanart of the Flagellant, drawn by the artist trash-syndicate. [1])

Flagellants are usually connected to a religion or higher power of some sort and its through this connection that they seek to be a martyr for the cause they serve. Are you a sinful man seeking redemption through suffering and are now traveling to guide others to the path of righteousness or are you a zealot disgusted by the sins of others who'll now take up the flail and whip to punish the sinners of their crimes and would gladly die for the cause if it means ridding the world of these heretics? These are just a few suggestions when creating a Flagellant.

Quick Build

You can make a Flagellant quickly by following these suggestions. First, Constitution should be your highest score, followed by Strength. Second, choose the Acolyte background. Third, choose the flail, the dungeoneer's pack and the 5 daggers as your starting equipment.

Class Features

As a Flagellant you gain the following class features.

Hit Points

Hit Dice: 1d12 per Flagellant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Flagellant level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, whip, flail
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Perception and Religion

Equipment

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

Table: The Flagellant

Level Proficiency
Bonus
Features Suffering Die
1st +2 Rapturous, Blessing of Martyrdom, Instruments of Devotion 1d4
2nd +2 Punish, Painful Ecstasy 1d4
3rd +2 Lash's Curse, Flagellant's Path 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Lash's Anger, Implements of Faith 1d6
6th +3 Trinkets of Suffering (2) 1d6
7th +3 Lash's Kiss, Lash's Solace 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Unyielding 1d8
10th +4 Trinkets of Suffering (3) 1d8
11th +4 Implements of Pain 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Last Gasp 1d10
14th +5 Trinkets of Suffering (4) 1d10
15th +5 Clutch Hitter 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Implements of Martyrdom 1d12
18th +6 Trinkets of Suffering (5) 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Bloodied Saint 1d12

Rapturous[edit]

Starting at 1st level, your zealotry and fanaticism change fear into a frenetic state. Whenever you fail a saving throw against the charmed or frightened condition, you don't become frightened. Instead, you enter in a rapturous state, gaining the following benefits:

  • You add your suffering die to your damage rolls.
  • Your movement speed increases in 10 feet.
  • All attack rolls against you are made at advantage.
  • At the start of your turn, roll a d4. On a 1, you act normally. On a 2, you attack the closest enemy you can reach with your movement. On a 3, you attack the closest ally you can reach with your movement. On a 4, you attack yourself, instantly taking damage of your attack.

This condition last for the same duration the original condition would. If the original condition would allow saving throws to end the effect earlier, you can make the saving throw to end this effect. In addition, you can never have advantage or immunity against the frightened or charmed conditions.

Blessing of Martyrdom[edit]

Starting at 1st level, whenever you take damage and are left with 0 hit points by a hostile creature, all allied creatures within 30 feet regain hit points equal to your Flagellant level. In addition, you don't fall unconscious or incapacitated while at 0 hit points. You still roll Death saving throws, but you can take your turns as normal.

Moreover, you gain the following benefits while at 0 hit points:

  • You have advantage on attack rolls you make.
  • Creatures have disadvantage on saving throws they make against your Flagellant class features.
  • Your speed increases by 10 feet.

In addition if you die, all hostile creatures in a 30 foot radius must succeed on a Wisdom saving throw or be stunned for one round, and all your allied creatures regain hit points equal to your Flagellant level.

Instruments of Devotion[edit]

Also at 1st level, you start to bear the true instruments of devotion: the whip that flails your own flesh, and the flesh upon the pain is delivered.

Hand-Fashioned Flail

Your attacks with the whip or the flail score a critical hit on a roll of 19-20 on the d20, and you can roll your suffering die in place of the normal damage for your attacks with a whip or flail.

Sinner's Flesh

While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your proficiency bonus + your Constitution modifier.

Punish[edit]

Starting at 2nd level, you can lash the sinners to punish them for their transgressions. Whenever you hit a creature with a whip or flail, you can force that creature to make a Constitution saving throw. On a failed save, the target starts to bleed. If you score a critical hit on an attack using a flail or whip, the creature automatically starts to bleed, without making a save.

A bleeding target takes necrotic damage at the end of each of its turns equal to a roll of your suffering die for 1 minute. The creature can also stop the bleeding if it or a creature within 5 feet of it uses an action to make a Wisdom (Medicine) check against your Suffering save DC, or regains at least 1 hit point.

In addition, when a bleeding creature makes an ability check or saving throw against your Flagellant features, it must roll your suffering die and reduce the total by the result. If you target a creature that is already bleeding, the amount of damage is not cumulative, and doing so only causes the duration of the bleeding to resets.

Punish Save DC: 8 + Proficiency Modifier + Constitution Modifier

Painful Ecstasy[edit]

Also at 2nd level, whenever you have half your maximum hit points or lower, you gain a bonus equal to your suffering die to your damage rolls. You only deal this additional damage once per turn.

In addition, you score critical hits on a 19-20 on the d20. If you are using a whip or flail, you score critical hit on a roll of 18-20 on the d20.

Finally, you add your Suffering die to your initiative rolls.

Flagellant's Path[edit]

Starting at 3rd Level, you commit yourself to a Flagellant's Path. Your path grants you features at the 3rd, 6th, and 14th Level.

Lash's Cure[edit]

Starting at 3rd level, you can purge the foulness from your sacred flesh. You can spend one hit die during a short or a long rest to remove a disease from your body.

Lash's Anger[edit]

Starting at 5th level, you can use your action to enter in your Rapturous state even without a negative condition affecting you, lasting for 1 minute.

Implements of Faith[edit]

Starting at 5th level, your ability to deliver and endure pain grows further.

Initiate's Flail

You can attack twice, instead of once, whenever you take the Attack action with a whip or flail on your turn. In addition, your attacks with whips and flails count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Lacerated Flash

While not wearing armor, you gain resistance to slashing damage.

Trinkets of Suffering[edit]

Starting at 6th level, you can choose two trinkets from the Trinkets list bellow. You gain one additional trinket at 10th, 14th and 18th levels.

Lash's Kiss[edit]

At 7th level, the pain of the lash on your body is tender as a kiss of a lover. As a bonus action, you can lash yourself and roll a hit die. You regain hit points equal to the number rolled and the poisoned condition ends on you.

Lash's Solace[edit]

At 7th level, you find comfort in pain. You can use your action and spend 1 hit die to remove one negative condition affecting you. If you are under the effect of Rapturous, that effect also ends.

Unyielding[edit]

Starting at 9th level, you can add your suffering die to the result of your Death saving throws. If doing so increases your result to 20 or higher, you gain the benefits of rolling 20 on the saving throw.

Implements of Pain[edit]

Starting at 11th level, the suffering becomes a close friend. You gain the following benefits:

Suffering Flail

At 11th level, you deal additional damage equal to your suffering die to all your attacks with a whip or flail.

Scared Flesh

At 11th level, whenever you are reduced to 0 hit points, you can use your reaction to be reduced to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier, and regain your uses of this feature after a long rest.

In addition, you only die when you fail a number of Death Saving Throws equal to your proficiency bonus.

Last Gasp[edit]

At 13th level, while you are under half your maximum hit points, you gain an extra action on each of your turns. This action can only be used to take the attack (one weapon attack only), dash, or disengage actions.

Clutch Hitter[edit]

At 15th level, while you are below your hit point maximum, you deal additional damage equal to your Flagellant level on critical hits.

Implements of Martyrdom[edit]

At 17th level, you are closer to the path of purification. You gain the following benefits:

Bloodthirsty Flail

Once per turn when you hit a creature with a flail or whip, you deal additional necrotic damage equal to your suffering die.

Martyr's Flesh

You gain resistance to slashing, piercing and bludgeoning damage. In addition, you become immune to necrotic, or radiant damage.

Bloodied Saint[edit]

When you reach the 20th level, the scars and lacerations on your flesh have taken all the sin of your soul. You gain the following benefits:

The Burden

You score critical hits on a roll of 17-20 with the flail or whip.

The Testament

You gain resistance to all damage types, except psychic. You become immune to poison damage, the poisoned condition and disease.

Trinkets[edit]

Heartburst Hood

Whenever you are below half your maximum hit points, your speed increases by 10 feet and you add your Constitution modifier to your Initiative rolls.

Resurrection's Collar

Whenever you cause a creature other than yourself to regain hit points with your Flagellant features, you add your suffering die to the amount of hit points gained by that creature.

Punishment's Hood

Whenever you are under half your maximum hit points, you cause additional damage equal to your suffering die with your attacks with the lash or whip. You only cause this additional damage once per turn.

In addition, if you roll a 18 on the d20 (or a 17 while under half your maximum hit points) on an attack with the whip or flail, the target automatically bleeds, without requiring a Constitution save.

Suffering Collar

prerequisite: 10th level

You gain resistance to poison damage and have advantage on saving throws against poison. In addition, you also have advantage on saving throws to avoid bleeding (by effects such as a bearded devil's glaive).

Moreover, your hit point maximum increases by an amount equal to your Flagellant level, and you gain 1 additional hit point for each level you gain in this class.

Eternity's Collar

prerequisite: 10th level

While at 0 hit points, you can take the Dodge action as a bonus action on your turn.

In addition, whenever you are under the effects of the Rapturous feature, you add an additional Suffering die to your damage rolls with the whip or flail.

Chipped Tooth

Whenever you finish a long rest, you gain a number of temporary hit points equal to your Flagellant level. You also gain 1 temporary hit point for each hit die spent to recover hit points during a short rest.

Moreover, you add your suffering die to all Strength checks and saving throws made against being unwillingly moved.

Shard of Glass

You add +1 to the save DC to resist the bleed effect from the Punish feature. The DC increases to +2 at 10th level.

Flagellant's Path[edit]

Path of Punishment[edit]

Rain of Sorrows

Starting at 3rd level, whenever you hit a creature with an attack from a whip or flail, you can choose to halve the damage and target one additional creature within 5 feet of the first target and within reach. If the original result would also hit that creature's AC, this attack also hits.

Both creatures must succeed on a Constitution saving throw or are targeted by the bleed effect from your Punish feature.

Endure

At 6th level, you can boost the resolve of your allies. As an action, choose one ally you can see that is afflicted by the frightened, stunned, paralyzed or charmed conditions. You cause that condition to afflict you instead, for the same duration.

When you use this ability as an action, you can make an attack with a lash or whip as a bonus action on your turn.

Ensanguinate

At 14th level, you can cause your wounds to close while draining the vitality of your target. Whenever you are under half your maximum hit points and cause a creature to bleed, you regain hit points equal to the necrotic damage taken due to the bleeding effect. You must be within 30 feet of the bleeding creature to regain hit points.

In addition, your movement speed is reduced in 10 feet while Ensanguinate is active.

Path of Sacrifice[edit]

Reclaim

Starting at 3rd level, as an action, you can cause yourself to bleed, as if you had been targeted by the Punish feature. For the duration, you can cause one creature of your choice other than yourself to regain hit points equal to the necrotic damage taken by you from the bleeding effect.

While bleeding in this manner, you regain 1 hit point at the start of each of your turns. You can end the bleeding as a bonus action on your turn.

Suffer

At 6th level, you can bring suffering upon yourself to relieve your allies. As an action, choose an allied creature you can see. You can choose one of the following effects:

  • You end one spell affecting that creature, causing it to target you instead. If the spell requires a saving throw to avoid its effects, you trigger Rapturous for the duration of the spell.
  • You remove the poisoned condition from a creature, causing it to be transferred to you. Doing so activates Rapturous while you are poisoned.

In addition, while the poison or spell is affecting you, you gain advantage on Death Saving Throws.

Redeem

At 14th level, whenever you are under half your maximum hit points, you can use an action to cause all creatures within 60 feet (including yourself) to regain hit points equal to your suffering die + your Flagellant level.

You can use this feature once, and regain your uses of this feature after a short or a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Flagellant class, you must meet these prerequisites: Constitution 13, Wisdom 13.

Proficiencies. When you multiclass into the Flagellant class, you gain the following proficiencies: simple weapons.

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