Flagellant The human laughing as a goblins sword raked through her flesh, the goliaths chants of raptuor as his enemies blood mixes with his own, and the cries of falling enemies frenzying the dwarf, sustaining their own life. These are flagellants, religious zealots both feared and respected within their circles, drawing immesuable strength from the tearing of their own flesh. Fanatical warriors Flagellants fuel their religious zeal and endless suffering into cruel blows from their weapons, draining the life from their enemies in a viseral manner. Some flagellents may draw the life from their enemies, others may punish themselves in the field of battle to draw even greater strength, and some may choose to take on the burden of their allies to enhance their own performance. Beyond ones limits Drawn far deeper into worship than any others, these members harness their devotion to maintain an ever present force on the battlefield, delighting in both their own suffering and spreading it to their foes.









Creating a flagellant As you build a flagellant, think about why they would be drawn so far into religious devotion. Did their experience a vision asking for suffering to be relieved? Did a tragedy draw them into barseker-like devotion to drown out personal suffering. Or is it simply a desire to follow and spread a religion taken too close to madness. Quick Build You can make a flagellant quickly by following these suggestions. First, make Constitution your highest ability score, followed by Strength or Dexterity, then Wisdom. Second, choose the Acolyte background.











The Flagellant Level Proficiency Bonus Features Bleed Dice 1st +2 Unarmoured Defense, Bleed d4 2nd +2 Deathly Joy, Rapturous d4 3rd +2 Religious Path d4 4th +2 Ability Score Improvement d4 5th +3 Extra Attack d6 6th +3 Exanguinate (one use) d6 7th +3 Religious Path Feature d6 8th +3 Ability Score Improvement d6 9th +4 Suffer d6 10th +4 Redeem d8 11th +4 Deathly Joy Improvement d8 12th +4 Ability Score Improvement d8 13th +5 Exanguinate (2) d8 14th +5 - d8 15th +5 Religious Path Feature d8 16th +5 Ability Score Improvement, d8 17th +6 Redeem (2) d10 18th +6 Religious Path Feature d10 19th +6 Ability Score Improvement d10 20th +6 A Time To Perform d10

Class Features As a flagellant, you gain the following class features. Hit Points Hit Dice: 1d8 per flagellent level

1d8 per flagellent level Hit Points at 1st Level: 8 + your constitution modifier

8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your consitition modifier per flagellant level after 1st

Proficiencies Armour: Light armour, medium armour

Weapons: Simple weapons, martial weapons, shields

Tools: None

Saving Throws: Constitution, Wisdom

Skills: Choose two skills from Athletics, History, Intimidation, Medicine, Perception and Religion

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

(a) a flail that deals slashing damage or (b) any martial weapon

(a) two whips or (b) any simple weapon

A Dungeoneers Pack and a Healer's Kit Unarmoured Defense While not wearing any armour your Armour Class equals 10 + your Wisdom modifier + your Constitution modifier. You can use a shield and still gain this benefit. Bleed In battle, your weapons cause great suffering in your opponents. When you hit an opponent with a weapon that deals slashing damage, they must make a consitition saving throw equal to 8 + your weapon attack bonus used for the hit. If they fail the saving throw, place a bleed counter on them. At the beginning of each of their turns, roll your current bleed die. They lose that much life due to losses of sustaining fluid (blood or otherwise). Bleed counters can stack, and remain in effect for three rounds, or if a creature uses an actions to make a medicine check to staunch the flow. The DC is 10 for one counter, 13 for two, 16 for three and 20 for four. A succesful check removes all bleed counters. A creature that has no way to lose fluids cannot have bleed counters placed on them. Deathly Joy At 2nd level, you gain great joy in near death experiences. Whenever you drop to 0 hit points, all allies within 30 feet of you rolls your one of your bleed die, and regains that much life. All enemies within 10 feet make a Wisdom saving throw, where the DC equals 8 + your Widom modifier + your proficiency bonus, or immediatly use their reaction, if available, to move as far away from you as its speed allows. This feature may only active once between long rests.







Rapturous Beginning at second level, danger empowers you. Whenever you are below half of your current maximum hit points, you deal extra damage equal to half of your current bleed die on a melee hit. Religious Path At third level you choose a path that shapes the pain you endure and the suffering you cause. Choose the Path of Blood, the Path of Burdon or the Path of Suffering, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th and 18th levels. Abilty 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. Extra Attack At 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. Exanguinate Beginning at 6th level you can draw the life of others to sustain your own body. When below half of your maximum hit points, you may make a mellee attack using your Wisdom and Proficiency bonus. On a hit, roll four of your bleed die. You gain that much life, and half of it is dealt as necrotic damage to target creature. You may not use this feature again until you complete a short or long rest. You can use this feature twice between rests starting at 13th level. Suffer At 9th level, you can take the burdon of your allies onto yourself. As a bonus action on each of your turns you may move the any one of the Blinded, Deafened, Frightened, Paralyzed, Poisoned or Stunned conditions from one willing creature to yourself. Aditionally, you may also transfer one exhaustion level from a willing creature to yourself per short or long rest. Redeem At 10th level you may have a portion of your suffering be returned as a boon to yourself and an ally. While under half of your current maximum hit points, you may choose a willing creature you can see within 30 feet. As an action, roll three of your bleed die. Both you and the creature gain that much life. You can use this feature twice between rests at 17th level. 1