Clad in naught but his tattered robes and iron collar, a rapturous madman swings his flail about, heedless of the countless wounds he bears.
The Flagellant relishes the scars and abrasions that cover his body - drawing incomprehensible resilience from the tearing of his own flesh. His flail, a particularly cruel and merciless weapon, drips with his enemies' blood... and his own.
The Flagellant empowers himself and allies… At the cost of his own blood. Fanatics of the Church, Flagellants believe the only way to salvation is through suffering. They beat themselves with flails and whips relentlessly, finding absolution in such madness.
Flagellants are radical servants of their deities, believing that only through punishment and suffering can they redeem themselves. They shun conventional armor and weapons, believing that the blood they shed is all they need
As a Flagellant, you gain the following features.
Hit Dice: 2d8 per level
Hit Points at 1st Level: 16 + your Constitution Modifier
Hit Points at Higher Levels: 2d8 (or 10) plus your Constitution Modifier per Flagellant level after 1st
Weapons: Simple Weapons, Flails, Whips.
Saving Throws: Strength, Constitution
Skills: Choose Two from Athletics, Insight, Intimidation, Medicine, Perception, Religion, and Survival
You gain the following equipment, in addition to the equipment granted by your background:
(a) Flail or (b) Any Simple Weapon, and a Whip
(a) A Dungeoneer’s pack or (b) an Explorer’s pack
A Holy Symbol
Beginning at 1st level, you take a sacred vow: The burden of suffering cannot be shared! You cannot multiclass into the Flagellant, nor can you multiclass out of the Flagellant.
Years of Flagellation have toughened your skin. Beginning at 1st Level while not wearing armor, Your armor class is equal to 10 plus your Constitution modifier.
Beginning at 2nd level, when an ally within 30 feet of you is Blinded, Deafened, Paralyzed, Poisoned, Stunned, or affected by a disease or poison, you can spend your action to remove those conditions, then make a constitution save with a DC of 10+Proficiency+Constitution Modifier or add them to yourself. If you gain a condition or disease this way, it lasts for 1 minute or it’s remaining duration, whichever is longer.. Additionally, you cannot remove a condition or disease if it is permanent or if you already have it.
Beginning at 3rd level, you no longer fall unconscious when you reach 0 Hit Points, nor do you make death saving throws. You instead make a Constitution Saving throw with a DC of 15, known as a Death’s Door Save whenever you take damage while at Death’s Door. On a failure, you die. If you roll a 1, you fail automatically. Instant death effects, such as Power Word: Kill, will bring you to Death's Door, or kill you if you're already at Death's Door unless that effect calls for a saving throw. Each time you inflict damage to yourself through the use of your Flagellant abilities or spells, the DC of your Death's Door Save lowers by 1, to a minimum of 5. The DC of this feature resets upon after you finish a Short or Long Rest.
Ability Score Improvement
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.
The Paths of Suffering:
At 3rd level, you must take up a path your deity has laid out for you. Choose either Punishment or Redemption
Flagellant of Punishment
Those with souls weighted by sin and wickedness must be purged. As a Flagellant of Punishment, you must devote your body and blood to cleanse the impure wherever they may be found.
The Burden of Suffering
Whenever you hit with an attack that isn’t Exsanguinate or Punish, you take 2 damage. This damage can not cause you to make a Death’s Door Save.
When you follow this path at 3rd level, you gain the following two Channel Divinity options. You must finish a short or long rest to use Channel Divinity again
As a bonus action, you can expend your channel divinity to empower yourself for one minute. The next time you hit with a Melee attack you deal an additional 2d8+your Constitution Modifier damage to that target or 16+your Constitution modifier if you have advantage on the attack. If that target is a living creature with blood or similar substance, they take an additional 1d8 damage at the start of their next turn.
As a bonus action, you can expend your channel divinity to do one of the following:
For one minute, you gain advantage on your next Death’s Door save.
You gain 2d8 plus your Constitution Modifier Temporary Hitpoints
A Creature within 30 feet of you that you can see makes a Wisdom saving throw equal to your current Death’s Door Save DC. On a failure, it has to attack you on their next turn if able.
DD&D Only: Heal an ally for 15 stress, and suffer 6 stress damage
“Monstrous size has no intrinsic merit. Unless, inordinate exsanguination be considered a virtue.”
Beginning at 5th level, when you are below 50% health and are not wearing armor, you can use your action to exsanguinate. Make a melee attack against a target within 5 feet. If that target is a creature with blood or a similar liquid, you deal an additional 2d10 damage and you heal for the total damage dealt. Large or Larger creatures take an additional 1d10 and heal you for that much. You can use this feature a number of times equal to your Constitution modifier (Maximum of 5). You regain all uses when you finish a long rest.
The Blood’s Strength
Beginning at 6th level, whenever you are below half of your maximum Hitpoints and not wearing armor, whenever you hit with a melee attack (that isn’t Exsanguinate or Punish,) your attacks deal an extra 1d8 damage.
When you reach 7th level, your grip on your lifeline becomes even tighter. When you make a Constitution Saving Throw, you can choose to have advantage on that save. Once you do so, you must finish a short or long rest before you can use this feature again.
Beginning at 9th level, whenever you roll a critical hit on a melee attack and are not wearing armor, you can force the target to make a Constitution save with a DC of 8+ Proficiency + your Constitution modifier or they take an additional 1d8 damage.
Rain of Sorrows
Beginning at 10th Level, you can wound yourself to bleed others from afar. As an action, choose up to two targets within 60 feet of you that you can see. You may deal 4d8 damage to yourself if you’re not wearing armor. If you do, those creatures must make a Constitution saving throw with a DC of 8+ Proficiency + your Constitution modifier or your Death’s Door DC, whichever is higher. On a failure, if that target is a living creature with blood or similar fluid, they take 2d8 damage, or half as much on a success.
The Blood Quickens
Beginning at 11th level, when you roll for initiative, you may deal 2d6 damage to yourself and add half of that damage to your initiative roll.
Master of Pain
Your skill with flails and other weapons of pain has grown over time. Beginning at 13th level, You deal an additional 1d8 damage whenever you hit with a flail or whip.
Beginning at 14th Level, the intrinsic madness that envelops your zealotry can overtake you. If you take more than 30 damage from a single source of damage and are not wearing armor, you become Rapturous, and gain the following:
Your attacks deal an extra dice of that weapon’s damage
Critical hits occur on a 19 or 20
When you roll a natural 1 or 2 on an attack, you hit an ally within 5 feet, if there are no allies within range, you hit yourself. This attack is treated as a critical hit.
Enemy attacks against you have advantage
As an action, you can force all creatures within 15 feet of you make a Wisdom saving throw with a DC equal to your Proficiency + your Death’s Door Save DC or become frightened of you for one minute. Affected Creatures can remake their save at the end of their turn, ending the effect on a success. Creatures that succeed their save cannot be frightened by you for 24 hours.
You are immune to being frightened.
You have disadvantage on Dexterity saving throws
Rapturous ends if you heal any amount of hitpoints, exit combat, or are incapacitated.
Darkest Dungeons & Dragons note: Rapturous only occurs when you fail a resolve check, and only ends when your stress reaches 0.
Your flesh, scarred and covered with abrasions, has been blessed by your deity. Beginning at 17th level. As a reaction during combat, whenever you are hit with a melee attack and are not wearing armor, you may regain 4d8 hitpoints. You may choose to heal before or after the damage is applied.You can use this feature a number of times equal to your Constitution Modifier (Minimum of 1) you regain all uses when you finish a short or long rest.
The path of Punishment has not been easy, and The Burden weighs down upon you. Beginning at 20th level, you can use an action to gain the following for one minute:
At the start of your turn, your Health becomes 0
Your attacks deal an additional 4d8 damage
Whenever you hit with a melee attack, you Exsanguinate.
You become Rapturous. Additionally, you do not lose Rapturous if you heal while under the effects of the Burden.
Once this effect expires, you gain 2 levels of exhaustion and can’t use this feature again for the next seven days.
Flagellant of Redemption
While some Flagellants carry The Burden through purge and punishment, perhaps your path is in Redemption for your sins. Your very blood is tainted, and it must be cleansed.
Through Pain comes Redemption
Through suffering and blood, you have begun to find redemption for your sins. Beginning at 3rd level when you follow this path, Whenever you heal an ally through the use of your Flagellant Spells or Abilities, your Death’s Door DC lowers by 1. Additionally, Your Death’s Door DC no longer decreases when you damage yourself through the use of Flagellant Spells or Abilities
When you follow this path at 3rd level, you gain the following two Channel Divinity options. You must finish a short or long rest to use Channel Divinity again.
Guided by Pain:
The blood weeping from your veins guides the blows of your allies. As an action, you can expend your channel divinity to mark a creature within 60 feet of you that you can see. That creature makes a Wisdom saving throw equal to your current Death’s Door DC or Spell save DC, whichever is higher. For one minute, Attacks against creatures marked this way have advantage. Whenever an affected creature takes damage while marked, you lose HP equal to half of the damage taken. Affected Creatures may remake the save at the end of their turn, ending the effect on a success..
Bound by Blood
Your cursed blood is binding, and you must suffer for it. As a bonus action while not wearing armor, you may expend your channel divinity to roll a number of d8’s equal to half your level (Rounded Down) and deal that much damage to yourself. If you do so, you may force a target creature with blood or similar substance within 60 feet of you that you can see to make a Constitution saving throw against a DC equal to your current Death’s Door DC or Spell Save DC, whichever is higher, or the blood in their veins solidifies, and they become paralyzed for the next minute. Creatures may remake the save at the end of their turn, ending the effect on a success.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.
By 3rd level, you have learned to channel your blood to cast divine magic. Use the Flagellant Spell list for your known spells. Follow the Eldritch Knight Spell Progression table for your Spell Progression. Your Spellcasting ability is Wisdom.
Preparing and Casting Spells:
You prepare the list of Flagellant Spells that are available for you to cast. To cast a spell of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Flagellant spells that are available for you to cast, choosing from the Flagellant Spell list. When you do so, choose a number of Flagellant spells equal to your Wisdom modifier + half of your level, rounded down. (minimum of 1). The spells must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your spells, since their power derives from the conviction of your blood. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack Modifier = your proficiency bonus + your Wisdom modifier.
You can use a holy symbol as a spellcasting focus for your spells.
Whenever you cast a spell, you take 1d4 damage per level of the spell. (Minimum of 1d4). Damage dealt this way cannot force you to make a Concentration save or a Death’s Door save.
Redemption can be attained through suffering! Beginning at 5th level, When you are below half of your maximum hitpoints and are not wearing armor, you may use your action to heal yourself and another creature for 3d10 plus Your Wisdom Modifier HP. You can use this feature a number of times equal to your Wisdom modifier (Maximum of 5), but must finish a long rest before you can use it again.
The lash… A kiss, a curse, solace, anger... the cure for your wretched blood.Beginning at 7th level, During a Short or Long rest, you can do each of the following once:
Cure diseases/poisons affecting yourself or an ally
Heal yourself or an ally for 2d10 plus your level HP
Gain a +2 bonus to initiative rolls for 8 hours
Give yourself or an Ally 2d4+2 temporary hitpoints.
Remove one curse from yourself
Deal any amount of damage to yourself that is less than or equal to your maximum hitpoints
Though your blood is tainted, it can be cleansed through others. Beginning at 9th level, As an action while not wearing armor, you may deal 2d4+2 damage to yourself and heal an ally within 10 feet of you that you can see for half of that much.
This Damage and Healing increases to 4d4+4 at level 15, and to 6d4+6 at level 19.
Cleansed by the Blood
Beginning at 10th level, whenever you reach Death’s Door or start your turn at Death’s Door, allied creatures within 15 feet of you regain 2d6 hitpoints. If you die, you heal allies within 15 feet of your for half of your maximum hitpoints
The Blood Quickens
Beginning at 11th level, at the start of combat before initiative is rolled and you are not wearing armor, you may deal 2d6 damage to yourself and add half of that damage to your initiative roll (rounded down)
Share in the Pain
While the Burden cannot be shared, your allies can add to it. Beginning at 14th level, As an action while not wearing armor, you deal 3d6 damage to yourself, and any number of creatures within 5 feet of you may deal 3d6 damage to you. If an allied creature damages you this way, they gain that many temporary hitpoints. Once you use this feature, you cannot do so again until you finish a Long Rest
Sins laid Bare
You have bled much for your sins, but still your blood is cursed. Seek redemption, and defy Death itself! Beginning at 17th level, as an action, You may deal 2d8 damage to yourself a number of times equal to a creature’s level or CR that has died within the past minute to revive that creature with 1 hitpoint. After using this ability, you gain a level of exhaustion. This does not count against a creature’s maximum number of resurrections.
At last! Through trials of suffering and blood, you have finally found your redemption, even if only for a moment! Beginning at 20th level as a bonus action, you can gain the following for one minute:
At the start of each of your turns, your hitpoints become 0
Allies within 30 feet of you regain 15 HP at the start of their turn and are immune to the following conditions: Blinded, Deafened, Stunned, Paralyzed, Petrified, Poisoned, and Frightened
Enemies within 30 feet of have disadvantage on attacks against you or allied creatures
Redeem can be used indefinitely.
Once this effect expires, you gain 2 levels of exhaustion and can’t use this feature again for the next seven days.
Flagellant Spell List
Spare the Dying
Detect Evil and Good
Shield of Faith
Prayer of Healing
Beacon of Hope
Glyph of Warding
Mass Healing Word
Protection from Energy
Freedom of Movement