Terminal Revenant Level Proficiency Bonus Features Fonts of Agony 1st +2 Origin of Fate, Ballad of Life and Death lv.1 0 2nd +2 ─ 1 3rd +2 (Archetype feature) 1 4th +2 ASI, Power Through 2 5th +3 Extra Attack 2 6th +3 Will Not Go Quietly 3 7th +3 (Archetype feature) 3 8th +3 ASI 4 9th +4 The Gods Are Dead 4 10th +4 Action Surge 5 11th +4 (Archetype feature) 5 12th +4 ASI, Ballad of Life and Death lv.2 6 13th +5 Clarity of Death 6 14th +5 ─ 7 15th +5 (Arch feature) 7 16th +5 ASI 8 17th +6 Adrenaline Focus 8 18th +6 (Archetype feature) 9 19th +6 Ability Score Improvement 9 20th +6 Glory or Death 9 Class Details Multiclass Pre-requisite: CON 14 or higher Hit Dice: 1d10 per Terminal Revenant level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Terminal Revenant level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, Martial weapons Tools: your choice of one musical instrument, or one gaming set. Saving Throws: Strength, Constitution Skills: Choose two skills from: Medicine, Animal Handling, Athletics, History, Insight, Arcana, Intimidation, and Survival. Equipment Hit Dice: 1d10 per Terminal Revenant levelHit Points at 1st Level: 10 + your Constitution modifierHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Terminal Revenant level after 1st ProficienciesArmor: All armor, shieldsWeapons: Simple weapons, Martial weaponsTools: your choice of one musical instrument, or one gaming set.Saving Throws: Strength, ConstitutionSkills: Choose two skills from: Medicine, Animal Handling, Athletics, History, Insight, Arcana, Intimidation, and Survival. You start with the following equipment, in addition to the equipment granted by your background: (1) rusted chain mail (2) a long cloth robe and mask (1) one shield, two martial weapons, one simple weapon (2) three martial weapons (1) one salt pouch, one sewing kit, one tinder box, one book, one torch, one bloodsoaked heirloom, one healer's kit. (2) one salt pouch, one large jar of medicinal oils, bandages, burn salve, one book, one torch, one singed heirloom. (3) one salt pouch, one vial of acid, a waterskin of weak ingestible poison (1d4 damage on failed con save DC 11 half damage on save) (64 vials), moldy heirloom, 1 oil flask, one book, one candle, one torch, one tinder box. (4) one salt pouch, a bloody holy symbol of every deity, one tinderbox, one piece of Magical +1 Ammunition. Creating a Terminal Revenant (1) rusted chain mail (2) a long cloth robe and mask(1) one shield, two martial weapons, one simple weapon (2) three martial weapons(1) one salt pouch, one sewing kit, one tinder box, one book, one torch, one bloodsoaked heirloom, one healer's kit.(2) one salt pouch, one large jar of medicinal oils, bandages, burn salve, one book, one torch, one singed heirloom.(3) one salt pouch, one vial of acid, a waterskin of weak ingestible poison (1d4 damage on failed con save DC 11 half damage on save) (64 vials), moldy heirloom, 1 oil flask, one book, one candle, one torch, one tinder box.(4) one salt pouch, a bloody holy symbol of every deity, one tinderbox, one piece of Magical +1 Ammunition. When creating a Terminal Revenant, a key number of factors are important to remember. Terminal Revenants are tortured warriors who are so enraptured with some factor of life that they refuse to die. Be it an overwhelming hunger for vengence, a self hatred that embraces life as a form of self punishment, or an infatuation with one of lifes beauties, like the love of someone close to them, the feeling of victory, or the simple pleasures of music food and friends. The only constant between these individuals is a great injury, it is important that players of this class decide early on how this iinjury happened, perhaps the evicerated one was quartered for a crime? or the plauged one was cursed by a warlock?

Traits Ballad of Life and Death (Lv1, Lv12) To live in pain is to live by pain, to cherish and endure in the divinity of sacrifice. Power Through (Lv4) With a roar he extended the limitations of his frenzied form and pushed into the fray. If you are below half health once per day, during a short rest, you may gain hit dice equal to 1d4 (at lv1) and 1d6 (at lv12), you may not exceed your maximum in hit dice in Terminal Revenant. Once per combat you may take 6 damage + ½ Levels in Terminal Revenant to double your move speed for one turn. Will not go Quietly (Lv6) You channel the pain of a bleeding existence into a maddening scream. Once per combat you may take 6 damage + ½ Levels in Terminal Revenant to double your move speed for one turn. When your health is below its maximum, you may, once per combat, expend your bonus action, and give a mighty roar which gives you 10 points of temporary hit points and forces a DC (8 + Constitution Modifier) Wisdom save from every creature within earshot (including allies), on a failed save the creature is considered frightened of you. The Gods are Dead (Lv9) The bitterness and misfortune of a life without light, breaks the faith of some so completely that their cynicism becomes infectious, even if only for a moment. When your health is below its maximum, you may, once per combat, expend your bonus action, and give a mighty roar which gives you 10 points of temporary hit points and forces a DC (8 + Constitution Modifier) Wisdom save from every creature within earshot (including allies), on a failed save the creature is considered frightened of you. You invalidate the belief and power of a spell through sheer will. If a creature is casting a spell of 2nd level or lower, its spell fails and has no effect. If it is casting a spell of 3rd level or higher, make an ability check using your Constitution modifier. The DC equals 14 + Spell Level. On a success, the creature’s spell fails and has no effect. Action Surge (Lv10) PUSH!!! You invalidate the belief and power of a spell through sheer will. If a creature is casting a spell of 2nd level or lower, its spell fails and has no effect. If it is casting a spell of 3rd level or higher, make an ability check using your Constitution modifier. The DC equals 14 + Spell Level. On a success, the creature’s spell fails and has no effect. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again. Clarity of Death (Lv13) The tendrils of charm rot in the face of the dead and dying. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again. Your proximity to the grave leaves you in a different mental capacity than the average warrior, and by mere chance seems to interfere on occasion with the effects of a number of illusory and charming magics. You may make a Constitution saving throw in the place of a Wisdom or Charisma saving throw when dealing with magical effects. Adrenaline Focus (Lv17) Your vengeance knows no bottom. Your proximity to the grave leaves you in a different mental capacity than the average warrior, and by mere chance seems to interfere on occasion with the effects of a number of illusory and charming magics. You may make a Constitution saving throw in the place of a Wisdom or Charisma saving throw when dealing with magical effects. if you roll initiative at the beginning of a combat and have no hit dice, gain four hit dice which last until the end of that combat. Glory or Death (Lv20) They rose up from the ground screaming like wild animals, no blade or weapon could harm them, they killed men and horses alike, and all who stood before them died that day. if you roll initiative at the beginning of a combat and have no hit dice, gain four hit dice which last until the end of that combat. If stricken dead, and all death saving throws failed, revive for one turn with 1 hp, you are immune to all damage, and negative conditions (such as stunned or paralyzed) for the duration of the round, you have double move speed, all attacks for the duration of this turn are automatic critical hits. After that one round you succumb to your wounds and die regardless of current health or precautions. You cannot be resurrected, your soul is purged in glory, and you can not be saved. Fonts of Agony If stricken dead, and all death saving throws failed, revive for one turn with 1 hp, you are immune to all damage, and negative conditions (such as stunned or paralyzed) for the duration of the round, you have double move speed, all attacks for the duration of this turn are automatic critical hits. After that one round you succumb to your wounds and die regardless of current health or precautions. You cannot be resurrected, your soul is purged in glory, and you can not be saved. (you can only spend hit dice on agonies that have been gained through levels in the class Terminal Revenant) (you gain an additional font of agony at lv 4, 6,10, 14, and 16) 1 Body of the Unyielding You haven’t broken before, why break now? Whenever you make a death or constitution saving throw you may spend one hit dice, roll 1d4 and add the total to your saving throw. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. 2 Salting The Wounds Whenever you make a death or constitution saving throw you may spend one hit dice, roll 1d4 and add the total to your saving throw. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. The pain is a symbol of strength, it is mortality, it is life, and as long as you feel it, they cannot strike you down. During a short rest you may spend a hit dice to take damage equal to your Constitution modifier, and gain damage equal to your Proficiency modifier to all melee attacks until the next long rest. You may not heal during this rest, all positives are lost at the next rest. 3 Blood Over Body During a short rest you may spend a hit dice to take damage equal to your Constitution modifier, and gain damage equal to your Proficiency modifier to all melee attacks until the next long rest. You may not heal during this rest, all positives are lost at the next rest. You will not be wounded on their terms, you abandon all hopes of blocking and hold off their steel with what's left of your very bones. When an enemy declares a melee attack on you, you may expend one hit dice to force the attack to hit for reduced damage equal to 1d6 + your Constitution Modifier, and spend your reaction to counter attack with a main hand melee attack. 4 Mutilate When an enemy declares a melee attack on you, you may expend one hit dice to force the attack to hit for reduced damage equal to 1d6 + your Constitution Modifier, and spend your reaction to counter attack with a main hand melee attack. A cornered animal is not above removing some cartilage. If you make a critical attack you may spend two hit dice to add an additional die of damage to the roll. If you make a critical attack you may spend two hit dice to add an additional die of damage to the roll.

5 No Escape They cannot run, they can only hide. Instead of making an attack of opportunity when an enemy leaves your zone of control, you may expend one hit dice, and as a reaction attempt to grapple one target creature, if you are below maximum health you have advantage. 6 Ram Instead of making an attack of opportunity when an enemy leaves your zone of control, you may expend one hit dice, and as a reaction attempt to grapple one target creature, if you are below maximum health you have advantage. And without sense for self or body she charged their lines. After moving 20ft in a straight line into Target creature(s) (of your size or smaller) you may spend one hit dice to impose a DC (8 + Proficiency + Constitution Modifier) Strength saving throw, on a failure the creature(s) are knocked prone and take 1d6 + Strength Modifier bludgeoning damage. 7 Overextension After moving 20ft in a straight line into Target creature(s) (of your size or smaller) you may spend one hit dice to impose a DC (8 + Proficiency + Constitution Modifier) Strength saving throw, on a failure the creature(s) are knocked prone and take 1d6 + Strength Modifier bludgeoning damage. Ligaments stretch and torn muscles flex to accommodate the reaper's blade. Spend one hit dice to increase the range of a thrown weapon by 40ft, and on a successful hit deal additional damage equal to your Constitution modifier. 8 Wall of Flesh Spend one hit dice to increase the range of a thrown weapon by 40ft, and on a successful hit deal additional damage equal to your Constitution modifier. Bleed me!!!! Spend one hit dice and choose between Slashing, Piercing, Bludgeoning, Poison, Necrotic, or Fire damages and gain a resistance to the chosen type for 3 rounds, and vulnerability to all other kinds of damages for the same amount of time (including those listed above). These resistances and vulnerabilities cannot replace or modify pre-existing vulnerabilities or resistances. 9 The Strength of One Spend one hit dice and choose between Slashing, Piercing, Bludgeoning, Poison, Necrotic, or Fire damages and gain a resistance to the chosen type for 3 rounds, and vulnerability to all other kinds of damages for the same amount of time (including those listed above). These resistances and vulnerabilities cannot replace or modify pre-existing vulnerabilities or resistances. Nerves sparking with a flare of painful recognition, it was all she could do but to smile. When you are bellow max health you may spend one hit die and use a bonus action to gain 1d10 + (your constitution modifier + ½ your Terminal Revenant level) temporary hp which fades as soon as combat ends. 10 The Rage Given When you are bellow max health you may spend one hit die and use a bonus action to gain 1d10 + (your constitution modifier + ½ your Terminal Revenant level) temporary hp which fades as soon as combat ends. If the feeblest leper defied the possibility of victory for even the grandest beast. How could the beast resist proving him wrong? When you hit a creature with a weapon attack, you can expend one hit die to attempt to challenge the target to attack you. You add 1d10 + Constitution modifier to the attack's damage roll, and the target must make a DC (8 + Proficiency + Constitution Modifier) Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you, and advantage on attacks made against you until the end of your next turn. 11 Skull Crush When you hit a creature with a weapon attack, you can expend one hit die to attempt to challenge the target to attack you. You add 1d10 + Constitution modifier to the attack's damage roll, and the target must make a DC (8 + Proficiency + Constitution Modifier) Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you, and advantage on attacks made against you until the end of your next turn. A broken nose is all to familiar, and in its intimacy, may be persuaded to afflict others like an old friend. After hitting a creature your size or smaller, with a successful main hand melee attack, you may expend one hit dice to make an offhand attack with a shield (if you do not have a shield you may not use this ability), on a successful hit the target creature takes 1d6 bludgeoning damage + Strength Modifier, and must make a DC (8 + proficiency + Constitution Modifier) Constitution saving throw, on a failure the creature is considered stunned until the end of its next turn, the creature has advantage on its saving throw if it has already been stunned this combat in this way. 12 Press the Offensive After hitting a creature your size or smaller, with a successful main hand melee attack, you may expend one hit dice to make an offhand attack with a shield (if you do not have a shield you may not use this ability), on a successful hit the target creature takes 1d6 bludgeoning damage + Strength Modifier, and must make a DC (8 + proficiency + Constitution Modifier) Constitution saving throw, on a failure the creature is considered stunned until the end of its next turn, the creature has advantage on its saving throw if it has already been stunned this combat in this way. Cut the bodies of the audacious with a disregard for their pride, gather your insulin and in one final act of resistance spit in the faces of the gods. On your turn you may spend a hit dice to both move 20 ft towards any enemy which is either bigger than you, has dealt critical damage to you (this turn), or has used a spell slot that is greater than 1/4 your current levels in Terminal Revenant (this turn), and gain health equal to the damage you deal to that creature for the remander of this turn. 13 Embrace Death On your turn you may spend a hit dice to both move 20 ft towards any enemy which is either bigger than you, has dealt critical damage to you (this turn), or has used a spell slot that is greater than 1/4 your current levels in Terminal Revenant (this turn), and gain health equal to the damage you deal to that creature for the remander of this turn. Wading between life and death the knights shield fell aside, and his blade took its place. Spend one hit dice to reduce your AC by 5 until your next turn and deal an additional 1d6 damage with all non magical attacks for the next 24 seconds (4 Turns). 14 Fear Monger Spend one hit dice to reduce your AC by 5 until your next turn and deal an additional 1d6 damage with all non magical attacks for the next 24 seconds (4 Turns). The leper bit into the knights throat and tore his arteries free with a single jerk. Spend one hit dice to enhance the killing blow of any one creature, any creatures capable of fear within eyeline of your kill must make a Wisdom save against (DC 12 + Constitution Modifier), if the creature fails it takes 1d4 psychic damage, and is considered frightened of you, it may make a saving throw once per turn against the same DC, and removes the frighten on a success. Origin of Fate (lv1) Spend one hit dice to enhance the killing blow of any one creature, any creatures capable of fear within eyeline of your kill must make a Wisdom save against (DC 12 + Constitution Modifier), if the creature fails it takes 1d4 psychic damage, and is considered frightened of you, it may make a saving throw once per turn against the same DC, and removes the frighten on a success. The origin of your Terminal illness often contributes to the way you combat your enemies.

Eviscerated One Your organs were gored and deeply damaged, often Eviscerated Ones self stabilized their torsos through half managed surgeries, and as a result carry large poorly, or not at all healed wounds stitched about their lower abdomen. This vulnerable location leaves the Eviscerated One’s organs to have been shifted and reinstalled from surgery and impact, making them difficult targets for those who rely on exploitation of vital organs to bring them down, and for them to perform tasks of strength without risk of debilitating hernia. ~ Resistance to Piercing Damage ~ Disadvantage on Strength Checks ~ (This subclass cannot be taken by undead) Self Taught Surgeon (lv1) ~ Resistance to Piercing Damage~ Disadvantage on Strength Checks~ (This subclass cannot be taken by undead) Gains proficiency in Medicine (or if proficiency in medicine has already been taken you may instead choose another skill from the class list to become proficient in). Fear No Blade (lv3) Once per combat you may use your bonus action to walk onto an enemy blade, take 1d4 piercing damage and force the enemy to make a Strength DC (8 + proficiency + Constitution Modifier) or be disarmed. if successful the creature must make a Wisdom DC (8 + proficiency + Constitution Modifier) on a failure the creature is frightened. Vacant Skin (lv3) Awareness of the voids between flesh and bone is both dangerous and valuable. During a short or long rest you may to store a light weapon within the folds of your flesh, to remove this item takes 1 minute, and causes 1d8 piercing damage, anytime a weapon is stored within your torso gain +1 AC. During a short or long rest you may to store a light weapon within the folds of your flesh, to remove this item takes 1 minute, and causes 1d8 piercing damage, anytime a weapon is stored within your torso gain +1 AC. Rip and Tear (lv5) It was horrifying and beautiful to see the strength of war marry the knowledge of anatomy. Once per combat on a creature you have caused damage as a result of a non magical melee or ranged weapon attack, tear open a vein and force any attacks made on that creature to deal an additional 1d4 of damage until the end of combat. Once per combat on a creature you have caused damage as a result of a non magical melee or ranged weapon attack, tear open a vein and force any attacks made on that creature to deal an additional 1d4 of damage until the end of combat. Medical Examination (lv7) The beast of a warrior’s eyes clouded over with intelligent regard, as if he were studying the very rhythm of my heart, and the point of highest tension for my veins. Once per combat, you can spend one action to examine a target, any non magical attacks you make on this creature after this examination deal an additional 1d6 damage until the end of combat. If the target of your examination drops to 0 hit points before this abillity ends, you can use a bonus action on a subsequent turn of yours to examine a new creature. Once per combat, you can spend one action to examine a target, any non magical attacks you make on this creature after this examination deal an additional 1d6 damage until the end of combat. If the target of your examination drops to 0 hit points before this abillity ends, you can use a bonus action on a subsequent turn of yours to examine a new creature. Undone Tendon (lv11) A sly cut can fell even the grandest beast. Once per combat, on a successful melee attack deal 1d6 additional damage and force a creature to make a Con DC (8 + proficiency + Constitution Modifier) or be knocked prone, and reduce the targets move speed by 10ft until a successful Medical check, or until the use of a healing spell/potion. Once per combat, on a successful melee attack deal 1d6 additional damage and force a creature to make a Con DC (8 + proficiency + Constitution Modifier) or be knocked prone, and reduce the targets move speed by 10ft until a successful Medical check, or until the use of a healing spell/potion. Stimulant (lv15) Spinning heart and beating mind, move with force, and plenty of time. Once per long rest inject any creature within melee range (including yourself) with a chemical stimulant which provides one of four effects which is decided on the roll of 1d4. Once per long rest inject any creature within melee range (including yourself) with a chemical stimulant which provides one of four effects which is decided on the roll of 1d4. 1) Take 2d20 - Con Modifier Damage 2) You gain all effects of the haste spell 3) You gain 2d20 + Con Modifier Temp Hp 4) Your attacks deal 2d4 additional damage until the end of the combat At the end of the combat any creature that was affected by this ability takes two points of exhaustion. 1) Take 2d20 - Con Modifier Damage2) You gain all effects of the haste spell3) You gain 2d20 + Con Modifier Temp Hp4) Your attacks deal 2d4 additional damage until the end of the combatAt the end of the combat any creature that was affected by this ability takes two points of exhaustion. Eviscerate (lv18) In the prison of the mind, many an ideology awaits execution. And that’s as it should be, for not all ideas deserve a life. You may grapple a creature with your off hand, forcing the creature to make a DC (16 + Constitution Modifier) Strength Check, on a failure the creature is lifted from the ground taking 4d6 bludgeoning + Strength modifier. You may then make a melee attack on the creature which automatically hits and deals critical damage. If this kills the creature all creatures within view must make a DC (10 + proficiency + Constitution Modifier) Wisdom save, on a failure they take 1d8 psychic damage and are frightened of you. You may grapple a creature with your off hand, forcing the creature to make a DC (16 + Constitution Modifier) Strength Check, on a failure the creature is lifted from the ground taking 4d6 bludgeoning + Strength modifier. You may then make a melee attack on the creature which automatically hits and deals critical damage. If this kills the creature all creatures within view must make a DC (10 + proficiency + Constitution Modifier) Wisdom save, on a failure they take 1d8 psychic damage and are frightened of you.

Immolated One Your flesh was seared from your body, now all that remains is a network of tough unyielding scars which split and scream at every movement, how you survived is a miracle only known to you. Luckily the pustules and thickness of your new deeply scarred skin protect you somewhat from further fiery effects, but also leave you without any sensation of temperature, and in turn an inability to gauge how truly cold a surface, blade, or mist may be. ~ Resistance to Fire Damage ~ Vulnerability to Cold Damage ~ -5ft Move Speed (move speed may only be reduced by this number to 5ft or more) ~ (This subclass cannot be taken by undead, tieflings, or draconians) Nerve Damage (lv1) ~ Resistance to Fire Damage~ Vulnerability to Cold Damage~ -5ft Move Speed (move speed may only be reduced by this number to 5ft or more)~ (This subclass cannot be taken by undead, tieflings, or draconians) When entering this class you add 2 to your max hp, for every level in terminal revenant you gain, you add an additional 2 to your max hp. One with the Flame (lv1) Fire is like a child, tell it the right story and you'll have its attention in moments. Immolated ones can take 1 minutes time to start fires without the aid of a tinderbox. Lost Sensation (lv1) Immolated ones can take 1 minutes time to start fires without the aid of a tinderbox. In the ice or in the sun it's still the same. You don't suffer the penalties for being in hot or cold climates. Tactical Combustion (lv3) You don't suffer the penalties for being in hot or cold climates. The mouth quivers with flames, the hands are pierced with flames, flames burn in the breast, and rosary beads of fire scatter to the ground. As a bonus action you may ignite your protective wrappings, causing any creature who enters your 5ft zone, or is within 5ft of you at the start of your turn (including you), to take 1d4 fire damage + (½ your Terminal Revenant level rounded down). You roll only one damage dice and apply damage to all eligible targets. This Illuminates in a 20ft square from your body a dim light. This flame may be extinguished by you at any time for the cost of a bonus action, this flame is not extinguished upon falling unconscious. After combat to regain this ability you must take 30 minutes of time to re-apply bandages and medicinal oils during a short rest. Burning Blade (lv7) As a bonus action you may ignite your protective wrappings, causing any creature who enters your 5ft zone, or is within 5ft of you at the start of your turn (including you), to take 1d4 fire damage + (½ your Terminal Revenant level rounded down). You roll only one damage dice and apply damage to all eligible targets. This Illuminates in a 20ft square from your body a dim light. This flame may be extinguished by you at any time for the cost of a bonus action, this flame is not extinguished upon falling unconscious. After combat to regain this ability you must take 30 minutes of time to re-apply bandages and medicinal oils during a short rest. When you are wrapping yourself in bandages during a short rest, you may additionally wrap one martial weapon in cloths at intervals up the length of the equipment. Whenever you are immersed in flames any wrapped equipment also erupts in fire, allowing your strikes to deal an additional 1d8 fire damage and illuminates in a 20ft square from your blade a dim light. Dragon Fire (lv11) Breathing with lungs of ash, and scarred surfaces like scales, I spread my wings in flash, and bring down a fiery veil. Once per short or long rest, if you are immersed in fire, you may expend an action to fill your mouth with oil and exhale fire at a target in a 15 ft cone. The targets must make a DC 16 Dexterity saving throw, taking 6d6 + Constitution Modifier fire damage on a failed save, or half as much damage on a successful one. Fireheart (lv15) Once per short or long rest, if you are immersed in fire, you may expend an action to fill your mouth with oil and exhale fire at a target in a 15 ft cone. The targets must make a DC 16 Dexterity saving throw, taking 6d6 + Constitution Modifier fire damage on a failed save, or half as much damage on a successful one. They will long to leave the Fire, but never will they leave there from; and theirs will be a lasting torment. If you are immersed in fire, every successful melee attack made on you deals 1d6 fire damage to that enemy attacker. Immolate (lv18) If you are immersed in fire, every successful melee attack made on you deals 1d6 fire damage to that enemy attacker. brutally brave and fiercely famished, you glide on the wind of my pyre, your wings ablaze with fire. When your blade is ablaze, you can use your action to make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target. Each target that is damaged in this way must also make a (DC 8 + proficiency + Constitution Modifier) Dexterity saving throw or be set on fire (creatures on fire take 1d8 fire damage per round, and may expend an action to extinguish the flames).

The Plagued One Either poisoned, or born with a debilitating illness, your body has slowly over the years began to rot painfully away. One benefit of a lifetime of over toxified neuropathy is that any new toxions introduced tend to enter slowly, and dissipate before their intended effect. ~ -10ft Move Speed (move speed may only be reduced by this number to 5ft or more) ~ Resistance to Acid Damage ~ Immunity to Poison Damage ~ Resistance to Necrotic Damage ~(This subclass cannot be taken by undead) Alchemical Addiction (Lv1) ~ -10ft Move Speed (move speed may only be reduced by this number to 5ft or more)~ Resistance to Acid Damage~ Immunity to Poison Damage~ Resistance to Necrotic Damage~(This subclass cannot be taken by undead) The effects of most toxins are mitigated to feelings of lightheadedness, dizziness, and inhibited higher thinking, you react and process simple poisons similarly to the ways that most process alcohol. Diseased Countenance (Lv1) The upside of a lifetime of fettered flesh is the horrendous state of the tonsils, rotting and burning to such an extent that they poison and taint the very makeup of human saliva. Much like the monitor lizard, you have the exact kind of bacteria, parasites, and toxions needed to eat away at flesh and bone. Grants access to the cantrips: Acid Splash, Poison Spray, and Infestation Your spellcasting modifier is Constitution Grizzled Amputee (Lv1) Grants access to the cantrips: Acid Splash, Poison Spray, and InfestationYour spellcasting modifier is Constitution A warrior with a withered hand aching with a newly acquired arthritic fire. You may start the game with up to 2 of your limbs missing, as a result of these inadequacies you may turn to prothstetics to instead enact your rage. You may start the game with up to 2 of your limbs missing, as a result of these inadequacies you may turn to prothstetics to instead enact your rage. Missing Leg: -5ft Move speed +1 AC Missing Arm: (no items, weapons, or equipment can be manipulated by this arm) you gain a natural weapon capable of dealing 1d4 damage + STR or DEX Modifier. Seizure (Lv3) Fuzzy vision, viewing double, another delusion, another soul, seizures out of control, bite back and make your rot their toll. You may decide as a bonus action to overwhelm your nerves take 1d6 damage + your level in Terminal Revenant, and begin twitching and writhing unpredictably, giving you +2 AC, advantage on intimidation checks, and -2 to all ability checks, skill checks, saving throws, and attack rolls. You may not speak while having a seizure, and have no memory of events that transpired while seizing. You may end a seizure as a bonus action. Blood Poisoning (Lv3,7,11,15,18) To experience death A thousand times Before I die Is a burden upon me It is the fangs of a monster, One that only I can see. The constant havok your body endures on a daily basis has turned your body into an incubator for disease, as a result you exist in a near constant state of fever and nausea, recently however you have begun hearing voices in the silence of night, it didn't take long before you began to listen. The constant havok your body endures on a daily basis has turned your body into an incubator for disease, as a result you exist in a near constant state of fever and nausea, recently however you have begun hearing voices in the silence of night, it didn't take long before you began to listen. For each level of blood poisoning you may apply one rune to a prothstetic of your choice Rune of Pain: your applied prothstetic shimmers with an unnatural shadow, you wonder why no one else seems to be able to see it. Attacks with the inscribed Prothstetic deal an additional 1d4 Psychic damage per inscribed rune of pain. Rune of Protection: your applied prothstetic groans and shifts when you don't focus on it, jerking and spasming unpredictably, you’ve even seen it lunge at things thrown to you. Once per short rest, you can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier, uses are equal to the number of inscribed runes of protection. Rune of Light: your applied prothstetic glows with a kind and knowing light once per short rest you are granted access to one use of the lv.1 spell healing word the level of this spell increases for every additional rune of light. once per short rest you are granted access to one use of the lv.1 spell healing word the level of this spell increases for every additional rune of light. Rune of Frenzy: you swear that you can feel the shadow that was once your limb, waiting to strike just behind your prothstetic. your applied prothstetic may be used to expend one bonus action and make one strike per inscribed rune of frenzy. Immunocompromised (Lv11) Your bodies immune system has finally failed, bringing forward a new pantheon of horrific viruses to inhabit your soon to be corpse, diseases that you might wield like a blade. Grants access to the spells: Contagion, Feign Death, Insect Plague (May cast Feign Death on self only) Once per long rest you can cast each of these spells twice These spells do not require any components to cast Grants access to the spells: Contagion, Feign Death, Insect Plague (May cast Feign Death on self only)Once per long rest you can cast each of these spells twiceThese spells do not require any components to cast

Feverish Visions (Lv15) Hemorrhaging brain cells release neurochemicals of a vast variety, leaving you strangely attuned to the movements of the unseen. while having a seizure your character gains true sight, and deals an additional 1d8 damage where damage is done to all creatures within magical darkness, currently shape changed, or under the effects of illusionary magic, including invisibility and greater invisibility. Pestilence (Lv18) while having a seizure your character gains true sight, and deals an additional 1d8 damage where damage is done to all creatures within magical darkness, currently shape changed, or under the effects of illusionary magic, including invisibility and greater invisibility. Over on the crescent wing The bitter gales bring waves of rain: Listen. Frozen windows sing. Enraptured by the searing pain Like pestilence in hurricane. Once per short rest, your character expels a bundle of the parasites they've been cultivating in their stomach. This ability summons 1d10 + Constitution Modifier Stirge within a 15ft square, the summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The bitter gales bring waves of rain:Listen. Frozen windows sing.Enraptured by the searing painLike pestilence in hurricane.Once per short rest, your character expels a bundle of the parasites they've been cultivating in their stomach.This ability summons 1d10 + Constitution Modifier Stirge within a 15ft square, the summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The Spell Torn Coated in blood carved runes, and old unhealable cysts of humming magical energy. These warriors have been dragged inches short of an early grave. Battered and beaten by a lifetime of arcane torture, or rended by an object of unimaginable magical power. Spell Torn, between their fleshes strange magical properties, and personal experiences, have mastered the art of crippling and enduring the forces of magic, and in turn lost some natural physical connection to their source of humanity. ~ When rolling against the effect of a spell, roll with advantage on all saving throws. ~ When entering this class you subtract 1 to your max hp, for every level in terminal revenant you gain you subtract an additional 1 to your max hp. ~ Your spellcasting modifier is Constitution. Magical Awareness (Lv1) ~ -5ft Move Speed (move speed may only be reduced by this number to 5ft or more)~ When rolling against the effect of a spell, roll with advantage on all saving throws.~ When entering this class you subtract 1 to your max hp, for every level in terminal revenant you gain you subtract an additional 1 to your max hp.~ Your spellcasting modifier is Constitution. When your character is within 60ft of any form of creature or object that bears magic, your character becomes aware of a symphony of strange and ethereal whispers emanating from their skin. Runic Empath (Lv1) Your character may take 10 minutes to focus on an enchanted object or rune, and become familiar with a randomized detail on 1d4. 1) The face of a previous individual to come in contact with it 2) The current emotional state of the enchanted object (i.e bored to have been left alone for so long, Happy to have a new visitor) 3) One factor of the rune or objects function (i.e. a flame rune flickers with light, a enchanted sword feels inflexible to the touch) 4) The focus point of the enchantments power (i.e. a glowing crystal in the hilt) Mage Killer (Lv3) 1) The face of a previous individual to come in contact with it2) The current emotional state of the enchanted object (i.e bored to have been left alone for so long, Happy to have a new visitor)3) One factor of the rune or objects function (i.e. a flame rune flickers with light, a enchanted sword feels inflexible to the touch)4) The focus point of the enchantments power (i.e. a glowing crystal in the hilt) When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. All strikes made on a creature with mage armor deal an additional 1d10 damage. You also gain access to the spell Absorb Elements, and may cast it as a cantrip. Spell Broken (Lv7) You also gain access to the spell Absorb Elements, and may cast it as a cantrip. You may spend hit dice equal to twice the level of a target spell or enchantment, and attempt to interrupt a creature in the process of casting a spell, or destroy the enchantment. To break a spell or enchantment make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Echo Spell (Lv11) Once per turn You may spend hit dice equal to the level of a casted spell up to level 5 and cast that spell as an action. Starving Arcana (Lv15) Once per combat you may interrupt a creature within melee range that is in the process of casting a spell. Upon a successful hit you drink from a creatures connection to the realm of magic, and consume the spell slot or slots which they had expended to cast the spell which initiated this attack. You may use this stored energy to make a ranged spell attack equal to 1d10 per spell slot consumed in raw magic damage. Spell Tear (lv18) Once per long rest, you may spend hit dice equal to the level of a target spell or enchantment. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell effects only the caster.