Stigmas (5e Class)

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stigmas[edit]

Prestige Class: The personification of the end...[edit]

In the vast multiverse, where reality itself is but a fragile canvas on which cosmic battles are fought, emerge the Stigmata, entities as old as time and as powerful as the gods themselves. Transcending the mere notion of divinity, these aberrant beings are the personification of primordial chaos, beings whose very existence threatens to tear apart the foundations of the universe.

The Stigmata are not simply enemies of the Paradigms; they are forces of cosmic destruction, capable of annihilating entire realities with a simple gesture. Their power is so immense that the gods themselves tremble at their presence, and their twisted designs can alter the course of time and space. Each of these beings is an embodiment of absolute chaos, a primordial force that seeks to devour all that exists.

The mere sight of a Stigma is enough to sow panic among the ranks of the Paradigms, for they know that to face one of these beings is to face the abyss itself. Their arrival is preceded by darkness and desolation, and their legacy is ruin and oblivion. The Stigmata are the embodiment of annihilation, and their very existence is a grim reminder of the dangers that lurk in the darkest corners of the multiverse.

Prerequisites[edit]

In order to advance as an Stigmas, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • at least two or more statistics in 20 or more.
  • 20th Level character.

Only those who have reached the pinnacle of mortal would have the qualifications to have the title of the Paradigm.

  • Defining Moment.

On your path, you must have done a feat that can only be considered a divine act, something that surpasses mortality in all its limits, and even with that great feat, you realize that it is still not enough to achieve your goal.

Class Features[edit]

Class Features

As a Paradigm you gain the following class features.

Hit Points

Hit Dice: 1d10 per Paradigm level
Hit Points per Level: 1d10 (or 6) + Constitution modifier per Paradigm level

Proficiencies

Armor: None
Weapons: None
Tools: 3 Artisan’s Tools of your choice.
Saving Throws: Constitution, Charisma.
Skills: 6 of your choice.

Table: The Paradigm

Level Proficiency
Bonus
Features
21st +7
22nd +7
23rd +7
24th +7
25th +8
26th +8
27th +8
28th +8 }
29th +9
30th +9

Spell progression[edit]

As you take the Stigmas path, needing to be more perfect than mortal perfection, your arcane control must also progress to rival divinity. The following tables will show your spell progression. If you are not a spellcaster of any kind, ignore this part.

Full Caster Table[edit]

Stigmas Level cantrips known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
21th 8 5 5 4 4 3 3 2 2 1 1 - -
22th 8 6 6 5 5 4 4 2 2 1 1 - -
23th 9 7 7 6 6 5 5 3 3 1 1 - -
24th 9 8 8 7 7 6 6 3 3 2 1 - -
25th 10 9 9 8 8 7 7 4 4 2 1 1 -
26th 10 10 10 9 9 7 7 4 4 3 1 1 -
27th 11 11 11 10 10 8 8 5 5 3 2 1 -
28th 11 12 12 11 11 8 8 5 5 3 2 1 -
29th 12 13 13 12 12 9 9 6 6 4 2 1 1
30th 12 14 14 12 12 10 10 6 6 4 2 1 1

Half Caster Table[edit]

Stigmas Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21th 5 4 3 3 3 2 1 - - -
22th 5 4 3 3 3 2 1 - - -
23th 5 4 3 3 3 2 1 1 - -
24th 6 5 4 4 3 2 1 1 - -
25th 6 5 4 4 4 2 1 1 1 -
26th 6 5 4 4 4 2 1 1 1 -
27th 7 6 5 5 4 2 1 1 1 1
28th 7 6 5 5 4 3 1 1 1 1
29th 7 6 5 5 5 3 2 1 1 1
30th 8 7 6 6 5 3 2 2 1 1

Because a caster half's spell list only goes up to 5th spell level, you can choose to continue with a spell list that relates to your initial spell list. An example of this could be the case of a paladin who could take the cleric spell list, or a ranger who could take the druid spell list.

Third Caster Table[edit]

Stigmas Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
21th 4 4 3 3 2 1 - -
22th 4 4 3 3 3 2 - -
23th 4 4 3 3 3 2 - -
24th 5 5 4 4 3 2 - -
25th 5 5 4 4 4 2 1 -
26th 5 5 4 4 4 2 1 -
27th 5 6 5 5 4 2 1 -
28th 6 6 5 5 4 3 1 -
29th 6 6 5 5 5 3 2 1
30th 6 7 6 6 5 3 2 1

Above Laws or Logic[edit]

By beginning your path as a Stigmas, you have surpassed the mortal limits of your very existence, being something that not even the gods can understand. At 21st level, you have two turns instead of one. you gain an extra turn at 29th level.

Awakening of Corruption[edit]

At the 22nd level, when an individual delves into the forbidden depths of the Estigmas and embraces their malevolent essence, they confront the 'Awakening of Corruption.' This pivotal moment demands a dark reckoning, where one must embrace the twisted virtues inherent to the Estigmas and forsake all semblance of morality. Choose one of your corruptions from Total Dissolution, Devastating Void, Unrestrained Chaos, Infinite Darkness, Eternal Oblivion, or Absolute Annihilation. With this choice, you unlock further manifestations of your chosen corruption at the 25th, 28th, and 30th levels, each delving deeper into the abyss of darkness and destruction.

Ability Score Increase[edit]

When you reach 4th level, and again at 23rd, and 27 level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You can't increase an ability score above 30 using this feature.

Multiattack/Multispell[edit]

Upon reaching 24th level, you can make an additional weapon attack. Alternatively, you can cast an additional spell for each action you take. you gain an additional attack or spell at 29th level.

Epic Ascendancy[edit]

When you reach 26th level as a Stigmas, you can take up to 5 extra legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. You regain all spent legendary actions at the start of each of your turns until the spell ends.

  • Attack. You make up to one weapon attack.
  • Cantrip. You cast a cantrip from among the cantrips that you know.
  • Movement. You move up to your walking speed. Other creatures can still make opportunity attacks against you while you move in this manner.
  • Extra bonus action. You may immediately take another bonus action. You lose this bonus action if you do not use it right away.
  • Cast a spell (Costs 2 Actions). You cast a spell with a casting time of one action from among the spells you know using one of your spell slots.
  • Recover reaction (Costs 2 Actions). You gain one additional temporary reaction, which you can use until the start of your next turn.
  • Use a class feature (Costs 2 Actions). You use one of your class features that you can normally use by using an action.
  • Extra action (Costs 3 Actions). You may immediately take another action. You lose this action if you do not use it right away.
  • Legendary Resistance (5/Long Rest). If you fail a saving throw, it can choose to succeed instead.


Awakening of Corruption[edit]

The Total Dissolution[edit]

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In the abyssal depths of despair, the Estigma of Total Dissolution emerges ominously, a harbinger of chaos born from the darkest recesses of existence. "In the void of desolation, each whisper of despair is a black hole that devours all light, plunging the world into eternal darkness." Every stride of its presence is a suffocating shroud that engulfs hope, and its essence pulses with the relentless decay of annihilation, a dirge that echoes through the void. Amidst the desolation, its gaze is a void, swallowing any glimmer of optimism in a maelstrom of nihilism and apathy. This embodiment of the Estigma of Total Dissolution, steeped in the essence of oblivion, not only casts shadows upon its own path but stands as the harbinger of doom that leads others into the abyss, instilling the chilling realization that even in the brightest of times, the specter of dissolution looms, heralding a future devoid of light.

In its existence, a cosmic tragedy unfolds where this harbinger stands as the herald of eternal darkness, the harbinger of a future where despair reigns over hope. "True annihilation is achieved in the surrender to darkness, where every whisper of despair is a dirge for existence." Its presence resonates like a mournful requiem, each ominous gesture etching a chapter in the annals of oblivion, where the Estigma of Total Dissolution becomes the very embodiment of darkness in the void. Beneath its looming shadow, light fades, and the hearts of those who cling to hope are consumed by the engulfing darkness.

To become an Estigma of Total Dissolution demands more than mere physical strength or extraordinary abilities. It is a descent that begins in the soul, where the flicker of despair burns inexorable. The true essence of this path lies in the ability to cultivate an unyielding embrace of nihilism, even amidst the feeblest flickers of light. Apathy and despair are the chains that bind us to oblivion, and resignation is the scythe that clears the path to dissolution. It takes the will to be the void in the midst of creation, consuming hope when others seek solace. Those fated to become Estigmas of Total Dissolution must embrace the belief that in every echo of despair and every shadow of anguish lies the essence of annihilation, and it is that belief that elevates them to the echelons of destruction incarnate.

The Relentless Darkness:[edit]

You are the shadow that looms over hearts, an entity whose cloak of despair envelops even the darkest souls. Upon reaching 22nd level, your darkness extends across a 10-mile-radius terrain, grants you omniscient knowledge of all creatures inhabiting your continent, and allows you to cast your shadow anywhere in your dark domain as a free action once. once per round, while you are out of combat. You will steal the souls of all the creatures that you kill or die within this territory, and you will obtain a bonus on all your rolls equal to the number of souls that you have consumed whenever you are in this territory, and allies creatures receive a bonus equal to 1/4 of the aforementioned bonus.

Darkbringer:[edit]

Your bond with darkness has reached an almost divine pinnacle, making you the archon of desolation whose power cannot be denied. At level 22, you gain the following benefits:

  • You gain immunity to radiant and necrotic damage, and any resistance you possess becomes immunity.
  • All damage you deal becomes dark, with an increase of 20d10 necrotic additional damage yours attacks. You also gain an extra bonus to your attacks, damage, and save DC equal to your attack or spellcasting modifier (your choice).
  • Choose between wisdom and charisma. All your skill checks and saving throws count as a natural 20.
  • You ignore any damage reduction methods against dark damage and mystic mists. Additionally, your enemies do not benefit from effects that allow them to avoid your attacks.
  • Your darkness is unalterable and dissipates any attempt at enlightenment.
Corruption's Embrace:[edit]

You are the shadow that creeps into the hearts of those who fall into despair, an entity whose aura of doom consumes even the brightest hopes. Upon reaching level 25, your corrupting aura gains the following qualities:

  • The Pity of Despair:

All friendly creatures (including you) that are affected by curses, benign spells, stat or hit point reduction, or other adverse effects are completely consumed by your darkness as they enter your territory and are enveloped in the cloak of despair. Additionally, when under your influence, they gain the same damage immunities and status effects that you possess, they regain half of their hit points at the start of each of their turns, and any excess healing is converted into temporary hit points that they accumulate. up to twice the hit points of the affected target. Additionally, any missing limbs of an allied creature will instantly regenerate while they are within your domain, manifesting as dark emanations of corruption that gradually transform into normal limbs.

  • The Purge of Lost Hope:

Any creature that has an evil alignment or that you consider your enemy will be affected by the following effects while they are within your despair-lit terrain: they will take dark damage equal to the damage they deal to your allies, your damage against these enemies will be doubled, and they will suffer a penalty to all their rolls, their AC, and their DC equal to your level plus your damage or spellcasting modifier (your choice).

Inheritance of the True Darkness:[edit]

By reaching level 28, Your malice has almost reached its pinnacle, being able to strip those who still have hope in their hearts of it, stripping them of their own power. When you reduce a creature to 0 hit points, you can use your reaction to strip it of any of its abilities. You can take away any type of ability as long as it is not of a higher level than yours or is of a paradigm, since they are opposing forces. You can only take one skill per creature and you can have a maximum number of skills equal to your level.

In addition, you can choose a creature that you have not killed and steal a large part of its power, being able to take a number of skills equivalent to half your level. This creature must always be alive for this benefit to take effect.

Corruption's Embrace:[edit]

You are the shadow that creeps into the hearts of those who fall into despair, an entity whose aura of doom consumes even the brightest hopes. Upon reaching level 25, your corrupting aura gains the following qualities:

  • The Pity of Despair:

All friendly creatures (including you) that are affected by curses, benign spells, stat or hit point reduction, or other adverse effects are completely consumed by your darkness as they enter your territory and are enveloped in the cloak of despair. Additionally, when under your influence, they gain the same damage immunities and status effects that you possess, they regain half of their hit points at the start of each of their turns, and any excess healing is converted into temporary hit points that they accumulate. up to twice the hit points of the affected target. Additionally, any missing limbs of an allied creature will instantly regenerate while they are within your domain, manifesting as dark emanations of corruption that gradually transform into normal limbs.

  • The Purge of Lost Hope:

Any creature that has an evil alignment or that you consider your enemy will be affected by the following effects while they are within your despair-lit terrain: they will take dark damage equal to the damage they deal to your allies, your damage against these enemies will be doubled, and they will suffer a penalty to all rolls, AC, and DC equal to your level plus your damage or spellcasting modifier os (your choice).

Massacre of Hope[edit]

at 28th level, Your malice has almost reached its pinnacle, being able to strip those who still have hope in their hearts of it, stripping them of their own power. When you reduce a creature to 0 hit points, you can use your reaction to strip it of any of its abilities. You can take away any type of ability as long as it is not of a higher level than yours or is of a paradigm, since they are opposing forces. You can only take one skill per creature and you can have a maximum number of skills equal to your level.

In addition, you can choose a creature that you have not killed and steal a large part of its power, being able to take a number of skills equivalent to half your level. This creature must always be alive for this benefit to take effect.

Paragon of Despair:[edit]

Upon reaching level 28, those whose hearts are in despair will never die. When a creature allied to you and who has been under your influence at least once in its life dies, its body will disintegrate in a blast of intense darkness and it will be reborn within your ground of corruption (you choose its resurrection location). This resurrection counts as the True Resurrection spell and you can use this benefit a number of times equal to your proficiency bonus.

Additionally, when your hit points are reduced to 0, you can choose to have it leave you with 1 hit point. You can use this benefit a number of times equal to your level. Your soul cannot be split, fragmented, destroyed, or manipulated in any way, and nothing can imprison it or expel it against your will, making you immune to effects that would kill you instantly.

The Twilignt of the Eternal Entrophy[edit]

You have reached the pinnacle of your power as the very embodiment of utter desolation, becoming the darkness that consumes the heart of your entire world, but just because your power has reached its limit doesn't mean it is your limit. The desolation that dwells within you is infinite, an energy that is greater than you, and you can use the infinite power of desolation, in exchange for the ultimate price, your own life. At level 30, as a legendary action, a free action, or in response to being killed, you can transcend to the form of true desolation, gaining the following benefits for your next 10 minutes:

  • All of your hit points will regenerate and your maximum amount of hit points will increase equal to 10 times your maximum amount of life.
  • You will get 3 additional turns and 5 more legendary actions.
  • Triples the damage you deal to any enemy.
  • You become immune to all types of damage and status effects.
  • Your dark terrain extends around the entire world and at the beginning of each of your turns, everyone you consider enemies within your dark terrain will receive an attack from you. This attack is unstoppable.

All of your limited-use abilities will have unlimited uses while the transformation is active. When the one-minute duration of this ability ends, you will die due to overuse of your darkness, disappearing in a flash of shadows. You cannot be revived by any means other than using the wish spell with a 12th level spell slot.

Devastating Void[edit]

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From the deepest helplessness, from the most hurtful pains, even the darkest destinies failed to bring down the Stigma of the Devastating Void. It is the one that emerges from the densest darkness, the one that rises like a specter in the night, consuming everything in its path. Where the paradigm of unbreakable will finds strength in resistance, the stigma of emptiness finds its power in desolation and denial.

While the paradigm stands in the face of the worst adversities, the stigma sinks into the deepest despair, finding its strength in absence and emptiness. It is not one who fights against destiny, but rather embraces nihility, challenging the very essence of being. The will of the stigma manifests itself in the annulment, in the dissolution of everything it touches, leaving in its wake a trail of desolation and hopelessness.

To be a stigmata of the devastating void, one must have embraced the abyss, succumbed to the darkness, and emerged transformed by its power. It is not the will that guides his steps, but the absence, the emptiness that consumes everything. In a world where unbreakable will represents the light that defies darkness, the stigma of emptiness is the shadow that devours the light, leaving in its wake an abyss of despair and desolation.

The Forgotten One[edit]

your existence is consumed by the same thing that strengthens it, the emptiness, causing your existence to be forgotten. At 22nd level, your existence in the entire multiverse will be erased, all knowledge or history of you or related to you will be erased from existence and everyone who knew you will forget you, erasing you from time itself, although at the DM's discretion, there will be creatures that They still have memories or knowledge of you. Having been forgotten about existence itself means that space-time effects such as the time stop or wish spell have no effect on you, because you cannot be the target of these spells as you do not exist. You also cannot be detected by any supernatural means and you do not suffer from environmental or terrain losses. You also cannot be the target of attacks from creatures that are not aware of your presence (for example, if a fireball is shot at a target that is not you, but you would also receive the impact, you do not receive damage from it and you do not suffer any effect from it) . Choose a statistic. Every time you roll with this statistic, you will count as if you rolled a natural 20. This does not apply to attack rolls. You can choose an additional stat at level 28.

Transcendental Desesperation[edit]

Your fall has endowed you with the power of emptiness itself, making it possible for you to spread your own despair like a black hole that devours every iota of hope. At level 22, you have access to the state of Hopeless. You can activate this state as an additional action, obtaining the following benefits:

  • you will ignore all reductions, resistances and immunities to damage or status effects
  • Your presence makes everyone have the same despair that you possess. All creatures within 300 feet of you must make a will saving throw. On a failed saving throw, they receive a type of indefinite madness, and all their rolls are reduced by one equivalent to your attack or spellcasting modifier (your choice) and they become stunned. on a successful roll they are only reduced by half, and are not stunned. This roll is repeated at the start of each of the creature's turns as long as it remains within 300 feet of you.
  • you get a bonus on all your rolls equal to half of the bonuses you reduce.

This ability last 10 minutes and You can use this feature an equal number of times as your competition and recharge all uses on a long rest.

Void Ascendant[edit]

Your own hopelessness and emptiness is undeniable and unstoppable, so much so that it is an eternal herald of the arrival of the Void. Upon reaching level 25, as long as you are in the Transcendental Despair transformation, you gain these additional benefits:

  • All your enemies within 1 mile gain a penalty equal to 3 times your Will bonus.
  • All creatures that have failed a saving throw of any saving throw generated by you will additionally lose an ability that is of a level equal to or lower than yours. This ability is absorbed by the void and is impossible to regain by any means except a wish spell with a spell slot of 10th level or higher.
  • As a free action you can cause a creature that is one mile away to automatically fail a roll.
  • gain an additional multiattack/multicasting
Void Of Devastation[edit]

Your emptiness, now transcending even further into being a universal law, obtains the ability to erase things from existence itself, or manifest objects from your own emptiness. At 25th level, you can erase creatures from existence with a thought, sending them directly into the void, these creatures cannot be of a level or CR higher than 20. Creatures erased by this ability will also lose any record or memory of it, since you erased even its mere existence in space-time. alternatively you can create a cursed item of no higher rarity than legendary on a long rest.

Dominant Void[edit]

Your emptiness is the absolute devastating of heroes and gods, being able to adapt to those who refuse to be consumed. At 28th level, you become immune to all status effects, gain resistance to all damage, and can take a single characteristic from another paradigm subclass other than Absolute Wits if you are not a full caster. In addition, your ac increases equal to your will bonus, you get an additional multiattack/multicasting.

Manifestation of the True Void[edit]

Starting at 30th level, If they kill you, you can cast the true resurrection spell on yourself and gain the benefits of your state of determination and you gain the following effects;

  • You become proficient with all saving throws, and your proficiency bonus is doubled for with the saving throws that you are already proficient in
  • you get all the statistics you steal for your aura, and also whoever fails the save the creature gets a type of prolonged madness
  • You have immunity to all damage.
  • all your score and maximum increases by 10.
  • You can add your higher modifier to all of your saving throws
  • You can add your higher modifier to all attack rolls and damage rolls
  • You can cast at will any power word spell.

When you use this feature, you can't do so again for 1 month from the next dawn.

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