Starting at 2nd level, you can push yourself beyond your normal limit. On your turn, you can take one additional action and bonus action on top of your regular action and bonus action. Once you use this feature, you may spend 10 Hit Points to refresh the ability as a free action. You cannot Heartburst more than once per turn. You may reset the ability a number of times in this way equal to your constitution modifier per short or long rest. Heartburst also resets on short or long rest. At 6th level, the health cost increases to 15, then 20HP at 12th, and 25 at 17th.

At 2nd level, the power of your divine magic seeps into your blood, making you immune to disease.

Beginning at 1st level, you vow to absolve your sins through blood, transforming your whip or flail into your holy symbol for this class. You may make any new whip or flail a holy symbol using a 1 hour ritual that requires 30 gold for ingredients and 30hp.

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

At 1st level as a bonus action you may brandish your Holy Symbol, spending any number of Hit Dice and adding that many dice to your next damage roll with your holy symbol. You can only spend half of your proficiency modifier(rounding down) in hit dice at one time.

You gain the following equipment, in addition to the equipment granted by your background: (a) Flail or (b) Whip (a) 10 javelins or (b) a light crossbow and 20 arrows (a) A Priest’s pack or (b) an Explorer’s pack

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 through the blood.

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.

Blood Rite

Upon reaching level 3 you choose a path that changes how you use your blood in combat. Choose the Rite of the Edgewalker or Rite of the Bloodweaver. These powers increase in potency at 6th, 9th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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. You can not increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class

Focused Pain

At 7th level, your constant pain keeps you alert at all times, giving you advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t Incapacitated, you can act normally on your first turn, but only if you are below full health.

Flesh of the Sinner

Starting at 11th level, your Unarmored Defense is empowered. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier + your Constitution modifier.

Hallowed Flesh

At 13th level, your devotion to your gods and self-inflicted pain has taught you to survive beyond mortal means. You gain proficiency in all saving throws. If you already have proficiency in a saving throw, you gain advantage on that saving throw as well.

Unyielding Strength

Starting at 18th Level, Whenever you make a Strength check or save, you may use your constitution modifier instead. Additionally, when you perform a Constitution or Wisdom check or saving throw, you may place the raw result with that ability score instead. You may then add proficiency and other bonuses as normal.

Rapturous Fury

Beginning at 20th level, as an action, You channel your devotion through your hallowed symbol and favoured weapon. For one minute, at the beginning of your turn you regain one hit die, you have advantage to hit with melee weapon attacks using your holy symbol whenever you spend a hit die that round, and the additional damage granted through the Bloodmaker feature is doubled. You can not use this feature again until you finish a long rest.

Rite of the Edgewalker

You hone your skill and flesh in Close-Quarters Combat, gaining additional strength the closer you are to death. Your devotion to your god through self-punishment has driven you to the martial path. However, you scorn the warrior that hides behind heavy armour and instead embrace pain. As such, even as you are cut apart by blades and torn asunder by claws and fangs, your love for the gods pushes you to ever greater heights.

Bloodletting

At level 3, you gain the the ability to critically hit when you roll a 19 or 20 with melee weapon attacks. While below half of your total Hit Points, when you score a critical hit in this manner, you regain one Hit Die.

Bloodfury

At 6th level, your resolve has strengthened, giving you greater boons as you near death. Upon reaching 0 hit points, you may choose to activate Bloodfury for 5 rounds. Upon activating Bloodfury, You gain one Hit Point and you cannot be incapacitated until the start of your next turn. In addition, while Bloodfury is active, your Extra Attack number increases by 1 attacks per round and you heal for half the damage dealt with Bloodmaker. If you are incapacitated during Bloodfury, it ends early. You can’t use this feature until your next Long rest.

Exsanguinate

At 9th level, you gain a technique to bring yourself back from the brink of death. Whenever you are below half health, you can use your action to Exsanguinate. Make a melee attack roll against a target that you can see within range. On a success, they take 3d10 necrotic damage, and you heal for half the damage done + your Flagellant level. If you do, you may not take reactions until your next turn. You may use this twice per short rest.

Bloody Revelry

At 14th level, your blood has strengthened you even further, your Bloodfury may be activated a second time per Long Rest, at the cost of gaining one level of exhaustion once the Bloodfury ends..

Rite of the Bloodweaver

You hone your skill in weaving your own blood to cast divine magic, using your blood as a catalyst for more potent spells.

Spellcasting

At level 3, this archetype allows you to cast spells using your Wisdom Modifier. You can choose spells from the Paladin Spell list, and cast them as Flagellant spells.