Hellraised (5e Class)
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A league of holy warriors set out to end evil in the world, they watched as it plagued the world around them. Living in the light of their temple, generation after generation became more obsessed and twisted with truly ending evil. Banishing it to the other dimensions forever, they were so close to banishing evil until the knowledge of their undertaking came to the attention of druid clans of the world. The druid clans in an outrage descended on the temple, the compulsion to keep the balance due to the fact banishing all evil would truly destroy the very fabric of the world. In the druid's laws of nature, the only just outcome would be to destroy those who sought to do the world harm even if it was unintentional. The attack was vicious, the destructive nature of the attack was a call heard across the realm, the druids sought to make an example of the holy warriors. Lining them up as they captured them, they were made to watch as their life's work burned before their eyes. Once the fire was all ash, the druids posed them with burlap sacks over their faces while in their knees. The anger of the warriors stoked the flames of hatred and revenge. The druids began dispatching the harshest punishment. Death. What the warriors had almost succeeded in was a crime that was unforgivable in the laws of nature. The paladins heard of the executions and came to intervene, as they believed it to be better to teach and have repentance than to take life meaninglessly. The survivor's freed of their bonds, cursed their Gods names for turning on them in their darkest hour as they readied their fallen brothers in arms for a mass funeral. The outraged warriors forced to make a tenuous truce with the druids as repentance of the actions of both sides the paladins kept the peace. The warrior's cried for justice and revenge as the others departed, leaving the warriors to clean up the pieces. They turned from the light as they stood watch over the funeral pyres of their fallen brothers. The warriors now hold a new will to live, as we failed to dispatch evil, now we will not rest until we have brought an end to those whom failed to destroy us.
Creating a Hellraised
This is a class that can start out as most anything or at level 1 your main stats are going to be Strength, Dexterity, and Charisma depending on path, the way the deals work is like this; you and your DM figure out which Devil or Fiend to make a deal with and this isn't something to take lightly as the demon gets to possess you and sometimes control your actions. The deal will sometimes come out to watching/killing a party member or something more devious in the mix. You start out as someone spurned by another, or revenge in one form or another. You would have had to have dealings with demons or fiends beforehand and there has to be a turning point that causes you to go Evil as the classes alignment requirement is Lawful Evil. The only way to resurrect your character once you take this class is through a wish spell.
- Quick Build
As a Hellraised you gain the following class features.
- Hit Points
Armor: Light Armour, Medium Armour
Weapons: Simple Weapons, Whip, Short Sword, Longsword, Battle Axe, Crossbow
Saving Throws: Constitution, Charisma
Skills: Choose two from Deception, History, Intimidation, Investigation, Perception, Religion, or Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Shirt or (b) Leather Armour
- (a) Martial Weapon from the Hellraised list or (b) A Simple Weapon and 2 Daggers
- (a) Scholar's Pack or (b) Dungeoneer's Pack
- Hellish Pact (Scroll) Soulblight spells
- 3d4 x10 Gold Pieces (if using starting wealth)
|Marks||Cantrips Known||Spells Known||Features||—Spell Slots per Spell Level—|
|3rd||+2||1||2||3||First Clause: Forbidden Knowledge||2||—||—||—|
|4th||+2||1||2||4||Ability Score Improvement||3||—||—||—|
|8th||+3||2||2||6||Ability Score Improvement||4||2||—||—|
|9th||+4||2||2||6||Second Clause: Devour Soul||4||2||—||—|
|12th||+4||3||3||8||Ability Score Improvement||4||3||—||—|
|13th||+5||3||3||9||Third Clause: Hellish Flight||4||3||2||—|
|16th||+5||4||3||11||Ability Score Improvement||4||3||3||—|
|17th||+6||4||3||11||Improved Devour Soul||4||3||3||—|
|18th||+6||4||3||11||Fourth Clause: Lesser Bargain||4||3||3||—|
|19th||+6||4||3||12||Ability Score Improvement||4||3||3||1|
|20th||+6||5||3||13||Fifth Clause: Hellish Embrace||4||3||3||1|
At 1st level, you strike a bargain with a powerful being from the 9 Hells or the Abyss, gaining insight and power, taking your first step into damnation.
- You gain the ability to speak Infernal or Abyssal, depending on who you struck the bargain with.
- You gain proficiency in one skill
- You gain darkvision up to 60 feet.
The Demon you have made the pact with is after your soul, if at any point you lose your soul or you die, the contract is void, and the Demon claims your soul. You cannot be resurrected without a wish spell.
At 2nd level you bear a Hellish Mark and are damned by the Demon/Devil you made a contract with. This mark strengthens your bargain and provides you with a minor boon, which you can either gain more or strengthen as you level. Each mark has 3 levels, lesser/improved/greater. You gain the ability to cast the spells given by your marks at their level or below as many times as your charisma modifier. You cast these spells at their lowest possible level.
With each Hellish Mark level you bear, it becomes more easy for the Demon or Devil to compel you into acting as they wish. When compelled you must make a Charisma saving throw (DC= 10+ 2x # mark levels you bear). If you fail you are compelled by the Demon/Devil to act as they please for a minute. The Demon compels you whenever you try to use a spell for a mark you haven't lost or whenever the DM decides
If you bear the equivalent of 5 hellish marks level, then the bargain has been satisfied and your soul and being becomes a servitor for the Demon or Devil you struck the bargain with. You immediately lose control of your character.
You may attempt to pass on a Hellish Mark to another humanoid. If you do, you still retain the boon from the mark. Only a willing and uncharmed humanoid that can understand you may willingly take the mark.
If you manage to pass all of your Hellish Marks to others to bear for you, you have bested the demon or devil, and your soul however blackened and twisted, is now fully yours. You still retain all boons from the marks. Any humanoid that dies while bearing your mark (while not breaching the bargain you made for them to bear it) ensures that the mark is lost forever and their soul is consumed in place of yours. Make sure to keep track of which marks you still have and which you have lost
Hellish Mark level is the collections of all marks and their levels. So be it 5 different marks or two marks, one greater and one improved, it is still level 5 Hellish Mark
Mark of Prediction Lesser: Detect Thoughts Improved Mark: Clairvoyance Greater Mark: Scrying
Mark of Hellish Nightmares Lesser: Arms of Hadar Improved Mark: Hunger of Hadar Greater Mark: Evards Black Tenticles
Mark of Harm Lesser: Inflict Wounds Improved Mark: Vampiric Touch Greater Mark: Contagion
Mark of Charm Lesser: Charm Person Improved Mark: Suggestion Greater Mark: Dominate Person
Mark of Egress Lesser: Expeditious Retreat Improved Mark: Phantom Steed Greater Mark: Teleportation Circle
Mark of Influence Lesser: Command Improved Mark: Compulsion Greater Mark: Modify Memory
Mark of Wrath Lesser: Witch Bolt Improved Mark: Call Lightning Greater Mark: Cloud Kill
First Clause: Forbidden Knowledge
At 3rd level, the first clause becomes active on your bargain imbuing you with a portion of dark knowledge; you choose an archetype based off of the forbidden knowledge gained. Your choice is between either the Dreadknight, or the Soulblight. Your choice grants your features at 3rd, 6th, 10th, and 14th levels. You are also granted spells, look at the bottom of the page for more details
Ability Score Increase
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.
At level 5 you learn the ritual that allows you to infuse your weapon with a portion of your blackened soul, cursing it forever. You become immune to the effects of cursed weapons you wield and any weapon cursed by your soul becomes magical and remains cursed unless purged by divine means. Any cursed weapon made by your retains that portion of your soul you imbued into it, unless you are able to pass the cursed weapon to another creature. If you attempt to pass the weapon, the creature must make a Charisma saving throw. If they fail you regain that portion of your soul and they become cursed by the weapon. Any Cursed Weapon destroyed or cleansed while still owned by you, destroys that portion of your soul permanently. If you lose your entire soul, you become a mindless thrall controlled by the demon that owns the contract. See Cursed Blade for details on your curse
At 7th level, you trade more of your blackened soul for greater power; you may acquire a second Hellish Mark, or improve upon your current mark, increasing the boon.
Second Clause: Devour Soul
At 9th level, you activate the second clause of your contract and gain the ability to consume the souls of the weak. If you start your turn within 10 feet of an incapacitated or a creature that has died within the last 24 hours, you may spend one full round devouring its soul. The essence heals you for 4d6 + Hellraised level. The soul is devoured by the unholy fire ablaze inside you absorbed through your open eyes and open mouth. Any damage taken can interrupt the ability requiring a concentration save. You may activate this ability once per short or long rest. Any being killed by Devour Soul cannot be resurrected except by a wish spell.
At 11th level, you trade more of your blackened soul for greater power, you may acquire another Hellish Mark, or improve upon one of your current marks, increasing the boon.
Third Clause: Demon Wings
At 13th level, your outwards appearance begins to change taking on infernal features, your Hellish Bargain manifests within you grow a pair of Hellish wings from your back, gaining a fly speed equal to your current movement speed. You no longer need your Hellish Bargain as your arcane focus as the spell casting is now a part of your blood. You also gain advantage on all Intimidation checks when taking flight
At 15th level, you trade more of your blackened soul for greater power; you may acquire another Hellish Mark, or improve upon one of your current marks, increasing the boon.
Improved Devour Soul
At 17th level your ability to devour souls is strengthened, you can now attempt to Devour Soul any creature, living or dead. The creature, if living, must make a Charisma saving throw. Devour soul now deals 8d6 + Hellraised level necrotic damage on a failed save or half as much on a successful one. You heal for the same amount of damage. Any creature killed by Devour Soul, cannot be resurrected unless by a wish spell. You can activate this ability one per short or long rest.
Fourth Clause: Lesser Bargain
At 18th level you learn the secret of the bargain, what remains of your soul is sufficiently corrupted allowing you the ability to offer a lesser bargain to another mortal. While the bargain is in effect you may transfer the benefits of one of your Hellish Marks to them in return for a portion of their essence. While within 60 foot of each other once per round, you may transfer damage taken from one single source to the recipient of the bargain. You may cancel the bargain at any time, but cannot activate until after a long rest once used. If the recipient dies while the bargain is active you may activate another bargain immediately. Creating a bargain takes one action to create.
Fifth Clause: Hellish Embrace
At level 20, your final clause takes effect. As a bonus action you can change your form to resemble a black skinned demon, eyes glowing red from the atrocities you have committed to reach the heights of the Hellish embrace for 1 minute. You gain a 5th Hellish Mark and advantage on all Charisma checks against demons. With this new demonic form, you also have a resistance to poison and fire damage, immunity to the poison condition, and advantage on saving throws against spells and other magical effects. If you are poisoned when entering your demon form, the effect is suspended for the duration. Along with that, you now have a Claw attack in place of your unarmed strike during this time, dealing 2d8 slashing + Str or Dex mod. plus 2d6 fire. Once you use this feature you can't use it again until you finish a short or long rest.
Your cursed blade thirsts for blood, and is never satiated. An otherworldly sheen takes over it, making the edge seem jagged. Your weapon attacks are considered magical, and attacks made by your cursed weapon bypass ALL damage reduction.
You cannot curse intelligent weapons, and any magical weapon that has an alignment requirement requires you to make a Charisma saving throw to overcome it. +1 DC= 12, +2 DC= 18, +3 DC= 24. Any blade cursed by you has its alignment changed to yours, and deals necrotic damage in place of its original magical damage type.
You gain the forbidden knowledge that allows you to become a scourge on the battlefield, terrorizing your enemies, and reveling in the bloodletting.
- Hellish Resilience
At level 3, you are imbued with hellish resilience and gain an extra 2 hit points per Hellraised level you have and gain (Like the tough feat). You also gain proficiency with great swords and great axes.
- Blood Frenzy
At level 6, when you take the attack action, and you score a hit that deals damage, you may immediately attack again. This can only be activated twice a round.
- Dreadful Retribution
At level 10, you may make a single melee attack against a creature who has hit you within range as a reaction, after their damage rolls. When making a melee attack with this feature, you may take a further 1d6 points of damage from the initial attack to deal an extra 2d6 + Con. mod necrotic damage with your counter attack.
- Diving Attack
At level 14, as your bonus action, you may choose to initiate a diving attack. You immediately fly up 15 feet and dive towards your target dealing an extra point of damage for every foot after the initial flight up, to a maximum of 10, on all attacks that round.
You gain the forbidden knowledge to cast spells:
- Hexing Soul
At level 3, you gain the ability to cast hex at will.
At level 6, once per long rest you can cast blight as an action.
- Soul Drain
At level 10, once per long rest as an action, you may attempt to drain a soul of a living creature within 60' of you to reenergize your arcane powers. You must make a ranged spell attack against their spiritual resilience (8+CR), if you succeed the creature takes 5d6 necrotic damage and you gain 1/2 of that creatures CR (rounded down) in spell levels back. If you kill the creature with this ability, it can be used again immediately, as you have consumed their soul.
- Desecration of Souls
At level 14, once per long rest you may cast Desecrate (hallow) as an action without material components and your soul drain may refresh a class skill/feature instead of spells. Skills/features cost the equivalent of 2 spell levels
Hellraised/Soulblight Spell list
You use your Hellish Pact as your spell casting focus:
- 1st Level
- 2nd Level
- 3rd Level
- 4th Level
Proficiencies. When you multiclass into the Hellraised class, you gain the following proficiencies: Light armor, medium armor, simple weapons, whip, shortsword, longsword, battle axe, crossbow.